I agree with both of you. The glass cannon set doesn't need to be deleted but it's a set I almost never use for the points Simon mentioned apart from perhaps solo'ing weak mobs that hit for ***anyways. In the glass set you can never use Sheep zerk buff cause you'll die faster than a full ratri DRK, let alone avoid debuffs.
Simon's set is def one you should use on BST (or try to aim for) in any "endgame" related content.
I agree with both of you. The glass cannon set doesn't need to be deleted but it's a set I almost never use for the points Simon mentioned apart from perhaps solo'ing weak mobs that hit for ***anyways. In the glass set you can never use Coeurl or Sheep zerk buff cause you'll die faster than a full ratri DRK, let alone avoid debuffs.
Simon's set is def one you should use on BST (or try to aim for) in any "endgame" related content.
Frenzied rage is only an attack buff. there is no def down effect from it.
I completely dislike that set from guide tbh. Seems really outdated. Sacrificing way too much survivability and meva for pure multihit. THF has glass cannon set like that, except that set for THF really adds massive DPS (still hard to use for most end game), while this one for BST probably only barely edges out other options.
Personally I think something like this would be good TP gear for BST:
This is a really strong set. And I agree with you re: the TP generation, since Decimation doesn't benefit from TP overflow. The only thing I would say is that this set is much harder for a new or returning player to build. The non-DM set in the guide is almost more like a mid-game set at this point (you could solo or duo the entire thing pretty easily) but you've got some pieces here that will require a more serious group and more effort.
Just thought I would share something that's been very successful for me for solo CP. I can only imagine it would apply just as well for any Aquan content you are looking to put the hurt on.
With Dolichenus, I have been in Dho gates fighting Apex Pugils and Crabs. Trying to find the right balance of good skill chain and good predation had been challenging. I started with Swooping Frenzy and was using Naegling to make light with decent success. But I didn't know how to use an Axe in that same situation.
This will be well known for many I am sure but for newer BST (which I am seeing a lot of), having Killer Instinct active with predation and a defense down ready move is the key to really stomping things. Finally I started with a level 1 to level 2 to level 3 instead of making a two step. That is done all the time with darkness with Primal / Onslaught before and after Tegima buffet and Cross Thrash. For a great chain with Axe though: Smash Axe > Swooping Frenzy > Decimation. The light damage you get off of this is between 30 and 95k for me. If you are doing the Unleash pet buff thing with sheep and lnyx, you will see 99k for the whole 9mins.
It is a very good set, I used it in Odyssey seg farm and it was basically on par with a glass cannon set that I used from what I could tell. Was using Doli and not Naegling, and I don't have the Shinryu OH but it was till somewhat decent (by BSTs standards).
I can't seem to get midcast on ready moves to equip on any Lua including Falks. Anyone able to enlighten me? Not changing anything at all cept removing the gear and putting mine in. Not even changing the sets themselves just the gear they hold.
Considering I have time to work on one job at a time, and I chose Beastmaster, I have a question about the Moonshade Earring. My main damage as it stands now will be Decimation with Dolichenus. Since I do not benefit at all from TP overflow, should I be choosing attack +4 and Regain +10? I understand that it is only active when I am engaged, but that seems a lot better for a BST.
Considering I have time to work on one job at a time, and I chose Beastmaster, I have a question about the Moonshade Earring. My main damage as it stands now will be Decimation with Dolichenus. Since I do not benefit at all from TP overflow, should I be choosing attack +4 and Regain +10? I understand that it is only active when I am engaged, but that seems a lot better for a BST.
What do you think?
To be honest, you'll still need that TP bonus earring for many other WS. Unless you're expecting to only (and I mean only) use Decimation, you'll want that bonus.
Moonshade earring is not a TP earring its a WS earring unless you have refresh on it for mages, always get the TP Bonus version of it if you plan on using any weaponskills, you won't always be using Decimation.
Do we have sets anywhere for non-attack capped situations? All the WS sets here seem to be for attack cap only which BST doesn't have the luxury of all that often.
You can essentially just replace any Gleti gear with appropriately augmented Valor gear, str/wsd etc for the 1 hits and DA for Decimation/Ruinator. Can also use Skormoth mask and the like for Decimation, I wouldn't suggest using Argosy gear anymore but that is also a choice.
Do we have sets anywhere for non-attack capped situations? All the WS sets here seem to be for attack cap only which BST doesn't have the luxury of all that often.
I think we're not that badly positioned in terms of attack, certainly better off than other "light" DDs. It depends on what you're doing of course but we have both a strong defense down and a strong attack boost to help reach cap.
You can essentially just replace any Gleti gear with appropriately augmented Valor gear, str/wsd etc for the 1 hits and DA for Decimation/Ruinator. Can also use Skormoth mask and the like for Decimation, I wouldn't suggest using Argosy gear anymore but that is also a choice.
Do we have sets anywhere for non-attack capped situations? All the WS sets here seem to be for attack cap only which BST doesn't have the luxury of all that often.
I think we're not that badly positioned in terms of attack, certainly better off than other "light" DDs. It depends on what you're doing of course but we have both a strong defense down and a strong attack boost to help reach cap.
I was more talking about the fact that, at least I personally, haven't been in parties to often so I don't tend to cap pDif. Not solo anyways which is 99% of my experience so far.
Finally returning to Gaol NMs, and Mboze is up next for us. I'll be on BST, and I know the general outline of my duties for the fight, but I had a couple questions, if anyone can provide some input.
For Fatso's TP Drainkiss, how should I be gearing for it? I know it scales quite well with TP Bonus, but do I need acc, macc, or a combination to reliably land it?
Outside of reapplying Killer Instinct with Bertha then returning to Fatso, is there anything else I can provide for the team?
Finally returning to Gaol NMs, and Mboze is up next for us. I'll be on BST, and I know the general outline of my duties for the fight, but I had a couple questions, if anyone can provide some input.
For Fatso's TP Drainkiss, how should I be gearing for it? I know it scales quite well with TP Bonus, but do I need acc, macc, or a combination to reliably land it?
Outside of reapplying Killer Instinct with Bertha then returning to Fatso, is there anything else I can provide for the team?
Realistically, from what I've seen is TP Drainkiss is 100% accuracy at all times and is a full tp clear every single time. You need to make sure you have capped ready recast (10 seconds per ready move) after that bringing the appropriate JSE to extend Killer Instinct and of course full merits for KI with appropriate pet is your best contribution to the group.
Note: from what I've seen, in order to ensure your bosses never get a TP move off you'll need a second TP clear job, or your primary dps has to know when to slow/stop dps in order to give you time to clear tp once you hit sub 50%, sub 25% you'll need unleash in order to keep tp down and then if the boss isn't dead by the time unleash is ending you'll need a lot of luck or soul enslavement from DRK to maintain no tp moves when it can tp move at 1k TP.
This is just my observations from videos of people using BST for Mboze and a few failed attempts my group had trying to recreate the strategy.
For Fatso's TP Drainkiss, how should I be gearing for it? I know it scales quite well with TP Bonus, but do I need acc, macc, or a combination to reliably land it?
I just used a combination of Gletis and Nyame, at the time both unaugmented.
Gleti's hands for the pet DT, feet for the Lv+1, legs for the delay-5, and then nyame head and body.
Never made any actual swaps outside of the relic hands for the Lv+ when calling, and the relic head and empyrean body for the Killer Instinct.
Just be sure to time when to use Bestial Loyalty coordinated with your COR's resets, but generally, if you're in range of the DRK, you won't need to hold on to for wildcard (@<51%) and it will have already gotten reset with the first random deal. Be sure to reapply Killer Instinct and ask your DRK to turn while you do it for that last 50%.
And don't get discouraged when you fail with Mboze. It's currently unbalanced (as they've said it was balanced to being capped in their new leveling system that's "not JP2.0") but even with anything I can think of them planning to buff our mainjobs with... I can't see Mboze ever being anything more than a game of chance.
Finally returning to Gaol NMs, and Mboze is up next for us. I'll be on BST, and I know the general outline of my duties for the fight, but I had a couple questions, if anyone can provide some input.
For Fatso's TP Drainkiss, how should I be gearing for it? I know it scales quite well with TP Bonus, but do I need acc, macc, or a combination to reliably land it?
Outside of reapplying Killer Instinct with Bertha then returning to Fatso, is there anything else I can provide for the team?
This was a fun but delicate fight lol I used nyame head, body, emp hands, gletis legs and feet + macc accessories and agwu axe. You can bestial in the lobby to get your killer instinct ready pet out (and have it reset before entry by cor then ja reset). As Vaerix shared above, I dont believe I saw anything I would consider a resist on tp drainkiss. We also used a blu cycling reaving wind and feather tickle (and keeping it silenced with silent storm iirc).
If TP Drainkiss behaves like Mewing Lullaby in terms of accuracy, then that's one concern removed and I can just stack TP Bonus.
In regards to Killer Instinct, I want to make sure I'm understanding the potency properly.
It has a base of 15% intimidation rate, with half of that (floored) applied as bonus Damage Dealt and bonus -Damage Taken. Group 1 merit for boosted Killer Effect bumps that to 20% intimidation rate and 10% Damage Dealt and -Damage Taken.
BGWiki states that the effect is lowered to 10% against NMs. Is that just the highest value that can be reached, regardless of Killer Effect merits, or is that the base potency from Killer Instinct and outside effects can increase it further?
Also, how do "Killer" effects in general interact with Killer Instinct? Do I stack as much of it as possible in conjunction with the Relic head and it boosts the overall potency for all players affected, or is the initial potency static and any additional boosts would require players to wear Killer gear throughout the duration of Killer Instinct?
I found this older chart with TP Drainkiss potencies according to pet TP values:
Is that information incorrect?
Lots of questions, and I really appreciate everyone providing input on this. I just know Mboze can be a real pain so I want to make sure I'm doing all I can to get him done and finished.
Some testing:
Hoof Volley (fTP 26.0): 23886-25080 damage range
Choke Breath: 918-963 damage range
The DMG:+ stat is also impacting Magical Ready moves, but the value is so low that you wouldn't primarily use it for those kinds of attacks compared to Udug jacket and Pet:INT+15/MAB+30 Valorous Hose, unless you wanted the large amounts of Magic Accuracy (Pet:M.Acc+70 per piece).
I found this older chart with TP Drainkiss potencies according to pet TP values:
Is that information incorrect?
They're the same, but Papesse's format is easier to understand.
I fail to see how they're the same. One gives TP drain based on a percent of what the foe has (based on pet TP), while the other gives a flat number of TP drained (based on pet TP).
Even if you assume it's percentage based and the chart's testing was done at a fixed mob TP, missing that detail, the results don't line up for any possible mob TP test value.