Sortie Release - Info |
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Sortie Release - Info
Im curious while you went mnk + sam. Did you ever considered using DRG they get Glenti set that provides regain, Arke set gives TP by getting hit (not sure how viable is that gear) and DRG 2hrs like DRK supress TP while reducing jumps recast, plus also healing breath. Thou i supose wyvern could be dieng alot perhaphs
For our 9 boss, standard setup i do:
E: gravity 2, dia 3, distract 3 F: gravity 2, dia 3, nothing. Sometimes i try distract a couple times, but it's not often worth it. G: dia 3, frazzle 3, distract 3 (lands first try every time) H: gravity 2, dia 3 Distract may not be necessary for SOME DDs, but it helps quite a lot on basement bosses, especially for those with TP bonus offhands. It's very noticeable when it's not on and hurts TP gain rate quite a bit. Depends where you use SV, etc etc. We have SV songs for all 4 basement bosses, generally. I also like Frazzle / Distract on for E/G so that COR can use Hot Shot instead of Savage Blade. But typically just try once or twice, before just using Savage. Fire Threnody doesn't hurt either, but Distract is the big one.
Prevents walling between BRD and COR and Hot Shot hits like a truck on both of those bosses. Warbandi said: » Im curious while you went mnk + sam. Did you ever considered using DRG they get Glenti set that provides regain, Arke set gives TP by getting hit (not sure how viable is that gear) and DRG 2hrs like DRK supress TP while reducing jumps recast, plus also healing breath. Thou i supose wyvern could be dieng alot perhaphs I've been curious about using DRG as well. I think the main problem is that it'd just be slow due to recast timer on Jumps. Fly High will reset them and allow you to rotate them more frequently for the 30 sec it's active, but there's still a 10 sec recast timer on them in a 30 sec period... Also, DRG doesn't really have the strongest alternative WS options aside from their Prime WS. Stardiver / Impulse Drive / Camlann's Torment are underwhelming, but I suppose could get the job done. I believe the Spirit Surge 2hr that allows for TP suppression on High Jumps also takes away your WSD bonus from having Wyvern out. I think it COULD be manageable. Seems like solid groups have a bit of wiggle room, time-wise. Alternatively, for statics, you can always do a 7-boss rotation where you're able to do Aminon 4 times every 5 runs (68k+ for Aminon runs) - -Full farm -Aminon > EGF -H > Aminon > E > G -F > H > Aminon > E -F > G > H > Aminon -Full farm Warbandi said: » Im curious while you went mnk + sam. Did you ever considered using DRG they get Glenti set that provides regain, Arke set gives TP by getting hit (not sure how viable is that gear) and DRG 2hrs like DRK supress TP while reducing jumps recast, plus also healing breath. Thou i supose wyvern could be dieng alot perhaphs Bismarck.Sterk said: » Warbandi said: » Im curious while you went mnk + sam. Did you ever considered using DRG they get Glenti set that provides regain, Arke set gives TP by getting hit (not sure how viable is that gear) and DRG 2hrs like DRK supress TP while reducing jumps recast, plus also healing breath. Thou i supose wyvern could be dieng alot perhaphs Want to say in terms of contributiom among 2 handers itd be sam > drg > war > drk
I think jumps / fly high can rep meditate/meikyo but yaegs a tough thing to rep, drk would maybe get more ws im due to higher absorbs but warcrys real nice and arke+regain+/drk abs tp may not leave them too far behind. Be curious if yurin works on ami to the point of allowing a nin to dd but probably still too risky, plus they still got kept off a lot of sbII iirc Nariont said: » Want to say in terms of contributiom among 2 handers itd be sam > drg > war > drk I think jumps / fly high can rep meditate/meikyo but yaegs a tough thing to rep, drk would maybe get more ws im due to higher absorbs but warcrys real nice and arke+regain+/drk abs tp may not leave them too far behind. Be curious if yurin works on ami to the point of allowing a nin to dd but probably still too risky, plus they still got kept off a lot of sbII iirc Asura.Haxetc said: » Nariont said: » Want to say in terms of contributiom among 2 handers itd be sam > drg > war > drk I think jumps / fly high can rep meditate/meikyo but yaegs a tough thing to rep, drk would maybe get more ws im due to higher absorbs but warcrys real nice and arke+regain+/drk abs tp may not leave them too far behind. Be curious if yurin works on ami to the point of allowing a nin to dd but probably still too risky, plus they still got kept off a lot of sbII iirc How's the clear time with Aminon? What WS do you alternate between? You doing full 9 boss or Aminon + whatever you can fit in? Veydal1 said: » Asura.Haxetc said: » Nariont said: » Want to say in terms of contributiom among 2 handers itd be sam > drg > war > drk I think jumps / fly high can rep meditate/meikyo but yaegs a tough thing to rep, drk would maybe get more ws im due to higher absorbs but warcrys real nice and arke+regain+/drk abs tp may not leave them too far behind. Be curious if yurin works on ami to the point of allowing a nin to dd but probably still too risky, plus they still got kept off a lot of sbII iirc How's the clear time with Aminon? What WS do you alternate between? You doing full 9 boss or Aminon + whatever you can fit in? Carbuncle.Maletaru said: » For our 9 boss, standard setup i do: E: gravity 2, dia 3, distract 3 F: gravity 2, dia 3, nothing. Sometimes i try distract a couple times, but it's not often worth it. G: dia 3, frazzle 3, distract 3 (lands first try every time) H: gravity 2, dia 3 Grav2 shouldn't land without Stymie on F if he's in windhands though, right? Should land in a few tries on thunderhands. Likewise on H Grav usually takes a couple of tries to land, correct? Comparing job performance between a 10 min fight and a 3 min fight is definitely a difference to take into consideration. I can easily see DRG pulling ahead of SAM in a prolonged fight, but for a 3 min fight, I find it hard to see SAM being beaten. SAM spends the entire fight under Meditate, but RD/WC/RD is a lot of Jumping for DRG. SAM also gets another good 1 hour back with a 5 WC while DRG would need a 6, though that 6 would give SAM yet another Yaegasumi which is absolutely huge.
I'd like to give DRG a try just to see, but as I mentioned, our group doesn't have a DRG. Asura.Sechs said: » Carbuncle.Maletaru said: » For our 9 boss, standard setup i do: E: gravity 2, dia 3, distract 3 F: gravity 2, dia 3, nothing. Sometimes i try distract a couple times, but it's not often worth it. G: dia 3, frazzle 3, distract 3 (lands first try every time) H: gravity 2, dia 3 Grav2 shouldn't land without Stymie on F if he's in windhands though, right? Should land in a few tries on thunderhands. Likewise on H Grav usually takes a couple of tries to land, correct? for F, if the RDM isn't using Chainpsell for other occasions, I like to bind it first, then Chainspell for Gravity II / Distract III (multiple immunobreaks requried sometimes, sometimes not). Just an alternative way to go about F on RDM. Odin.Karizo said: » Asura.Sechs said: » Carbuncle.Maletaru said: » For our 9 boss, standard setup i do: E: gravity 2, dia 3, distract 3 F: gravity 2, dia 3, nothing. Sometimes i try distract a couple times, but it's not often worth it. G: dia 3, frazzle 3, distract 3 (lands first try every time) H: gravity 2, dia 3 Grav2 shouldn't land without Stymie on F if he's in windhands though, right? Should land in a few tries on thunderhands. Likewise on H Grav usually takes a couple of tries to land, correct? for F, if the RDM isn't using Chainpsell for other occasions, I like to bind it first, then Chainspell for Gravity II / Distract III (multiple immunobreaks requried sometimes, sometimes not). Just an alternative way to go about F on RDM. We do Stymie Grav for H and then if Stymie is up for F we use it on him, if it's down (depends on the run) we use CS Bind then Gravity until it lands, as this other poster said. It typically takes 2~4 Gravitys to get it to land on F. I've never tried the CS strat on H, but it might work. CS on H is better imo. Usually only takes 2 casts, but not worth risking it by using Spontaneity.
Stymie Grav on F. We don’t use chainspell for either, stymie F and spontaneity H (actually land 30% on first, 55% on second and yes 5% on third). Aminon chainspell is where the fun is (or was as we don’t do sortie no more). Can also use chainspell for some really bad H exit, which has happened a few times.
Our RDM and myself (when I play RDM) also do what Gavroches said, however, just this past week, Aita resisted the second Gravity after Spontaneity for the first time in... ever (dozens of runs). RDM was forced to Chainspell to get it to land, which could have been scary if he suddenly entered ice mode and we couldn't land it. I've heard from others that Chainspell is safer and faster in the rare event the second Gravity misses. Very uncommon for that to happen, though.
Stymie for H, best to get that gravity on there ASAP.
Bind, then chainspell gravity on F, he can't hurt do anything when he's bound. Buukki recommended the initial bind, which pairs well with chainspell since it can't do anything but stand there. Valefor.Philemon said: » Buukki recommended the initial bind, which pairs well with chainspell since it can't do anything but stand there. The Bind also makes it efficient from a time perspective too, because you don't have to wait for the tank or party to be ready. The moment everyone enters the room, you can buff songs/rolls/place bubbles while the RDM binds/gravity and the PLD flashes to build hate. Once that is done, you can proc Blue with a nuke or break the bind with an Impact, or engage/attack it. Lakshmi.Buukki said: » Our RDM and myself (when I play RDM) also do what Gavroches said, however, just this past week, Aita resisted the second Gravity after Spontaneity for the first time in... ever (dozens of runs). RDM was forced to Chainspell to get it to land, which could have been scary if he suddenly entered ice mode and we couldn't land it. I've heard from others that Chainspell is safer and faster in the rare event the second Gravity misses. Very uncommon for that to happen, though. Just do Gravity 1 > Spont > Grav 2 > Grav 2 I actually like that approach for F. Didn't even know he could be bound. I like it especially since H sometimes gets off a TP move at the start if the PLD isn't fast enough to pull it off the RDM trying to CS grav it. Depending on the TP move, it can be a real pain (slow...). Being able to Stymie H instead makes that pull trivial.
Bind lands first try I assume? It does
Is there any consistent way to get metal H from Haughty Tulittia? Took it down to 35 % using Aeolian edge indirectly while all characteres were targeing another mob then from 35 % to 0 targeting Tulittia. No metal.
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