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Reisenjima T4s
Asura.Shiraj
Serveur: Asura
Game: FFXI
Posts: 1070
By Asura.Shiraj 2019-08-05 16:06:25
which why wouldn't you want For the challenge? I mean, if someone solod Kyou by pos hacking or 300% flee hacking away from 12k needles (pretty sure this is possible with the animation time), wouldn't you dismiss it as irrelvant? If so, you're just drawing the line at a different place than other people choose to.
It's not a challenge playing the game without them, it's a nuisance. I cleared all content without gearswap at first and I felt like an absolute tool when I did change to gearswap and started using addons. It's so nice to be able to move freely and be a little lazy when knock back happens. There is no challenge about it
Lakshmi.Buukki
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2019-08-05 16:18:55
People don't want a "challenge". That's a complete crock of ***. You post a video of MNK destroying Kin faster than other DDs and you get "woopdeedoo, so wahhht". A lot of players talk that "we want more of a challenge" ***, and then when it's time to clear aeonics, they are looking for all of the nirvana smns and idris geos so they can ezmode the *** outta the content. People just care about clearing stuff as fast as possible, don't even entertain that farce
Serveur: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2019-08-05 16:33:28
A lot of players talk that "we want more of a challenge" ***, and then when it's time to clear aeonics, they are looking for all of the nirvana smns and idris geos so they can ezmode the *** outta the content. It's not mutually exclusive. Anyone who's kept up has done most of the aeonic NMs melee, ranged, and nuke method long before SMN burn grew into fashion. There's no challenge in those NMs, no matter how you do it, if you've already killed them 10x.
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Asura.Shiraj
Serveur: Asura
Game: FFXI
Posts: 1070
By Asura.Shiraj 2019-08-05 16:39:03
People don't want a "challenge". That's a complete crock of ***. You post a video of MNK destroying Kin faster than other DDs and you get "woopdeedoo, so wahhht". A lot of players talk that "we want more of a challenge" ***, and then when it's time to clear aeonics, they are looking for all of the nirvana smns and idris geos so they can ezmode the *** outta the content. People just care about clearing stuff as fast as possible, don't even entertain that farce
SMN burning Aeonics is the only end-game challenge what do you mean, dude?
***'s almost impossible without 5 Nirvana SMN, Idris geo, Rostam cor. If you don't have them jobs you can't beat Aeonic NMs, especially not golden kist.
[+]
By Felgarr 2019-08-05 16:39:22
People don't want a "challenge". That's a complete crock of ***. You post a video of MNK destroying Kin faster than other DDs and you get "woopdeedoo, so wahhht". A lot of players talk that "we want more of a challenge" ***, and then when it's time to clear aeonics, they are looking for all of the nirvana smns and idris geos so they can ezmode the *** outta the content. People just care about clearing stuff as fast as possible, don't even entertain that farce
I agree with you completely, but a lot of the games' mechanics draw a very fine line between challenge and nuissance. A lot of this blurry/gray area lends itself to how poor the user interface is.
For example, without gearswap, an Enemy unequips 2 random pieces of armor from your character. Without gearswap, you'd be mashing the same macro (which hopefully, has pre-action/middle/post-action equip-sets), to get your characters gear back to normal for that situation.
Combine that random-effect button-mashing, with another poor method for validating if you hurried responses were successful....having to open the equip menu (assuming you're /lockstyle'ed). Also, did my gear change or is this server lag? (Same confusion about server lag, when I spam my macro 10-15 times and it doesn't really register properly). Certain addons/plugins exist to mitigate this pretty poor user experience, but it's an old game, so we take what we can get.
But let's forget all that for a moment. We used to put up with some horrendous ***. Remember the one-hour walk to Valkurm Dunes only to realize you forgot to change your sub-job? or the Chocobo ride to Sky to farm LS pops, only to remember you forgot to buy Remedies before leaving town?
This game historically has been pretty unforgiving, in many common-sense areas that affect how re-playable content within a game is. (Think of it a different way, you and your friend can play 50 matches of Street Fighter or MvsC2/3 in 2 hours, easily). Can the same be said for ANYTHING in FFXI without making you groan?
I don't think removing elements of annoyance/nuisance make content easier. I personally wish SE would stop adding QoL mechanics to GEAR. I mean, regardless of Main Job or Gear, you should:
Have the same adjustable movement speed
Have the same adjustable knockback distance
Negative Auras and random 99k attacks against are great, but not if we can't mitigate them, and usually we can't.
The above, according to SE are a means for 'increasing difficulty' ...but in reality, they don't do much to alter the performance of the player or degraded the performance of a particular job. They're just annoying and limit one's desire to try again.
Sometimes, playing FFXI is like playing a long game of Monopoly with your younger sibling, who might AT ANY MOMENT, say "*** this ***" and do a table-flip. You kinda can't resume a piece of content, when the possible outcomes are so heavy-handed and above all else, impossible to recover from. (In my opinion, HARD content is one that wiping is likely but recovery is still possible...And SE doesn't do that often, they give us content that hands us a WIPE, and often, we have to just ....home point and try again).
Serveur: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2019-08-05 16:43:42
There really isn't much that's an unavoidable wipe. There are wipes that can't be recovered, but they could have been prevented in the first place. What moves are you thinking of that are just 'handing you a wipe'?
Serveur: Leviathan
Game: FFXI
Posts: 3753
By Leviathan.Celebrindal 2019-08-05 16:49:57
People don't want a "challenge".
You're probably right there. Most don't, they want their shinies that they'll parade around Mhaura in town sets and then go into old content completely overpowered and just go to sleep while their gear does the work for them. Doesn't mean all, and most of us who do use more addons and plugins than we can remember also want a challenge. One of the issues is there's a huge difference between challenge and gimmick. Knockback from its inception felt like a gimmick...maybe because we didn't have that mechanic in early FFXI days (I'm aware other games use a similar concept), maybe because we're lazy. Its been circumvented so long now its hard to tell the difference.
I think SE has a problem in developing "challenging" mechanics any more. Gear creep makes a more standard mob just not that challenging. Putting in mechanics that we think of gimmicky we just find an addon to avoid it. So what's left? Get cute with things like AV back in the day, and we never figure it out and just abandon the content. I'm curious to see what will be done with Empy+3...will it just be content we can blast through and the only challenge is droprate and lockout timers? Or will they develop unique tactics and mechanics like say the Omen bosses- those were very enjoyable for a long time because of the uniqueness associated with their mechanics.
... You post a video of MNK destroying Kin faster than other DDs and you get "woopdeedoo, so wahhht".
True. Long gone are the days of people posting 2 hour RDM/NIN solos where it was just cast Bio2/Poison2 and run around, or using terrain to *** with a mob's pathing, and most endgame players are aware of the power of overloading buffs on a single DD vs sending in wave after wave of under-haste'ed, under-buffed DDs that are just feeding TP to the target. Not to mention this annoying little thing called "adulthood" and most of us aren't scouring the interwebz for cool FFXI solos any more. You're not gonna get famous for a solo these days.
A lot of players talk that "we want more of a challenge" ***, and then when it's time to clear aeonics, they are looking for all of the nirvana smns and idris geos so they can ezmode the *** outta the content. People just care about clearing stuff as fast as possible, don't even entertain that farce
This is where I'm gonna disagree. There's a huge difference between groups that have lived and died by the SMN burn for their Aeonics from cycle one and using the tactic to get one member of your shell who missed an event night caught up or finished up. Its just smarter usage of resources- you needn't dedicate an entire event night and your entire LS's forces to get one person 3 HELM kills when a party can take care of that for the one member who had family plans on the scheduled night.
Its even a huge difference when groups who have done several cycles in different methods and on that 11th Aeonic cycle they just wanna get it done and get back to more current aspects of the game.
Or how about this aspect of SMN burns? Its a nice reward to your BRDs and WHMs who also happen to have SMN leveled and in every other event they don't get to come the "fun" jobs (DDs, CORs, etc), so why not give them a moment in the sun, and let them blast away at 4 year old content?
I've been in groups that have cleared Aeonics every way possible- BLM bursting, Melee burns, Ranger burns, SMN burns. I've been on cycles where we've used all 4 of those methods in the same cycle depending on the target. There's TONS of us out there that like mixing it up and don't fall back on SMN burns because we can't do it other ways- we just use it to let our SMNs have a little fun and to speed up content that is now very old to us.
Lakshmi.Buukki
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2019-08-05 17:02:49
What is the difference between a mechanic and a gimmick? All of these moves are gimmicky as hell, which is why people just find ways to circumvent it completely if they can. And you know when I refer to summoner burn, I'm not talking about the group clearing the fight for the fifteenth time or mercing to save time. Many of us have been in groups that have done it other ways, so the repeat fights can be chores.
But we are getting new fights coming out monthly and you cannot pay people to want to do it in any way where there might be some being degrees of win/loss. Just pet setup so I can lot and be done. Stop it. People are generally all about getting the damn shinies as quick and easy as possible using the method of least resistance.
People literally gave up on ambuscade this month for that very reason, or try lowered their standards and just grinded diff. Zero page waits. You can't pay anybody to try to figure it out even if it takes 10 straight wipes. Unless you've got a dedicated group of friends who like that sorto challenge.
People aren't interested in even bothering with aman trove fights. Nope. Shiny right now or *** this.
Asura.Shiraj
Serveur: Asura
Game: FFXI
Posts: 1070
By Asura.Shiraj 2019-08-05 17:08:33
Leviathan.Comeatmebro said: »There really isn't much that's an unavoidable wipe. There are wipes that can't be recovered, but they could have been prevented in the first place. What moves are you thinking of that are just 'handing you a wipe'? Would you agree that Golden Kist is *** as a T1 in comparison to all the other T1s?
No. Golden Kist is easy as hell... Literally no reason any group should die to it. Deal with his mechanic and no possible way to wipe. Very easily avoided.
Everytime i see Nirvana SNM wipe to Kist trying to AC and fail i just laugh on them at this point, it's embarrassing.
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Lakshmi.Buukki
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2019-08-05 17:10:30
Leviathan.Comeatmebro said: »There really isn't much that's an unavoidable wipe. There are wipes that can't be recovered, but they could have been prevented in the first place. What moves are you thinking of that are just 'handing you a wipe'? Would you agree that Golden Kist is *** as a T1 in comparison to all the other T1s?
Is this the hill you wanna die on right now? Very telling
Asura.Shiraj
Serveur: Asura
Game: FFXI
Posts: 1070
By Asura.Shiraj 2019-08-05 17:12:17
People literally gave up on ambuscade this month for that very reason, or try lowered their standards and just grinded diff. Zero page waits. You can't pay anybody to try to figure it out even if it takes 10 straight wipes. Unless you've got a dedicated group of friends who like that sorto challenge.
Literally I noticed this. This month is "hard" for people just because it's "Anti-meta". I followed the JP video using Su5 Monk, Su5 Rdm, Sch accesion enthunder and beat VD, although took 15 minutes due to "anti-meta"(not great to try spam for points, I know), it's still very easy. Just people too lazy to figure it out or want to try.
Serveur: Leviathan
Game: FFXI
Posts: 3753
By Leviathan.Celebrindal 2019-08-05 17:13:36
Difference between a mechanic and a gimmick? A mechanic can be dealt with. It doesn't matter how, but you can see how a mechanic works, adjust methods/tactics to deal with it, and get your win. A gimmick is something that a target does that cannot be mitigated in any way, or if by dealing with it you expose your group and yourself to a possible wipe scenario.
Great example is Kei. Kei has a mechanic where respectable damage can only be dealt after a skillchain, making multi-step skillchains the way to go. It also has an insane regen that can be mitigated via casting of the proper spell to contradict what Kei is casting. Both of these mechanics, if not dealt with, prevent a win. But they are workable.
Example of a gimmick? Bastok Dyna-D wave 2 boss with massive knockback and ultra-gravity. You could have everyone stand in front of the mob with backs to a wall, but this then exposes your group to a bevvy of evil attacks that really only Tanks are built to survive in repetition, or to handle at such a level where your mages can cure y'all up without taking hate from massing cure-bombs.
Another gimmick move is how the NIN NM in any Dyna-D wave3 can sometimes, regardless of buffs/gear, just oneshot your tank for a max damage Mijin Gakure. Notice I didnt' say Mijin Gakure as a move- that has many ways of surviving said move in many/most situations. But when a mob can completely ignore all your defenses for max damage, what are you supposed to do but die?
Lakshmi.Buukki
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2019-08-05 17:18:47
The gimmick is intended to throw a wrench in your battle and you're expected to recover from it. But that doesn't mean there aren't ways to deal with it or prevent it. It's just not as attractive as ignoring it through an addon
By Shichishito 2019-08-05 17:32:33
They could make a separate server for the white knights to play their vanilla FFXI on.
I equally support the idea of a separate olympics where performance enhancing drugs are allowed. the problem is there would still be people trying to compete in the clean category while on performance enhancing drugs because they want that unfair advantage.
Lakshmi.Buukki
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2019-08-05 17:55:35
How is that being annoying? You're the guy making the argument that fights could be harder than they have been creating lately, and yet you're complaining about an NM with a mechanic that can easily be dealt with? Like I said before, you gotta make up your mind.
Lakshmi.Buukki
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2019-08-05 18:03:32
Highlighted what nonsense? Normally I wouldn't entertain all of your incorrect comments. You've been wrong too many times today for me to keep count. But...
By Afania 2019-08-05 18:42:53
Leviathan.Celebrindal said: »Difference between a mechanic and a gimmick? A mechanic can be dealt with. It doesn't matter how, but you can see how a mechanic works, adjust methods/tactics to deal with it, and get your win. A gimmick is something that a target does that cannot be mitigated in any way, or if by dealing with it you expose your group and yourself to a possible wipe scenario.
By your defination all of your examples are mechanics.
Leviathan.Celebrindal said: »Example of a gimmick? Bastok Dyna-D wave 2 boss with massive knockback and ultra-gravity. You could have everyone stand in front of the mob with backs to a wall, but this then exposes your group to a bevvy of evil attacks that really only Tanks are built to survive in repetition, or to handle at such a level where your mages can cure y'all up without taking hate from massing cure-bombs.
We have done every single bastok wave 2 boss by using defebsive bubbles and stacking entire alliance against the wall corner then just fight there facing mob. WHM bar spell and pop asylum and just needs to spam curaga IV and esuna(after asylum wears) like mad. Need DT- gears in mid cast set to avoid 1 shot. It IS the most optimal strategy that Ive seen for that NM, after 1-2 min its dead.
Sometimes I see groups put mages away from the NM rather than stacking them frontline, then mages will get hit, unprotected by defensive bubbles because they are out of range and took tons of dmg. Then the mage will be knocked back, unable to cure for 3 sec, then they will cast curaga on DDs, got locked out for another 3 sec. Then finally cast cure on themselves, 7+ sec AFTER heavy aoe move fires off. Needless to say very frenquently mages die if next aoe move comes within 7 secs.
Everytime when I see this I had to ask why.....if they just have whm stack it takes 1 sec casting time to cure entire pt full.
Leviathan.Celebrindal said: »Another gimmick move is how the NIN NM in any Dyna-D wave3 can sometimes, regardless of buffs/gear, just oneshot your tank for a max damage Mijin Gakure. Notice I didnt' say Mijin Gakure as a move- that has many ways of surviving said move in many/most situations. But when a mob can completely ignore all your defenses for max damage, what are you supposed to do but die?
I havent done cureskin math but once Ejiin said a very strong full cure can have 10k stoneskin or something? or was 4k SS max amount? In that case just full cure tank before nin mob engage and zerg it down before they wear. Maybe tank can swap to max HP set for extra saftety.
My point is that there are countless ways to deal with mechanics.
Asura.Shiraj
Serveur: Asura
Game: FFXI
Posts: 1070
By Asura.Shiraj 2019-08-05 18:57:32
Leviathan.Celebrindal said: »
Another gimmick move is how the NIN NM in any Dyna-D wave3 can sometimes, regardless of buffs/gear, just oneshot your tank for a max damage Mijin Gakure. Notice I didnt' say Mijin Gakure as a move- that has many ways of surviving said move in many/most situations. But when a mob can completely ignore all your defenses for max damage, what are you supposed to do but die?
I havent done cureskin math but once Ejiin said a very strong full cure can have 10k stoneskin or something? or was 4k SS max amount? In that case just full cure tank before nin mob engage and zerg it down before they wear. Maybe tank can swap to max HP set for extra saftety.
I haven't found this that often though as a RUN tank. Mijin is normally resisted fully, if not by half almost all of the time. I've never been 1 shotted by Mijin on Wave 3 in a Magic Evasion based set. Even if I wanna play it safe I can pop One for All and that is a barrier of over 650 HP or so, so it really isn't an issue for tanks.
For non-tanks I'd imagine M.Eva set and Indi attunement/vex would work fine.
Asura.Shiraj
Serveur: Asura
Game: FFXI
Posts: 1070
By Asura.Shiraj 2019-08-05 19:04:21
Try again Shiraj. 10/12 are laughable to kill as a DD with 5 trusts or 2 people with 4. Cactuar requires a very good DD and/or very good buffs if you are solo/duo (or luck, timing on ??? is not consistent) and Kist is another level of annoying. Solo SCH has to zombie to kill it generally and that takes a lot of skill and gear to pull off compared to the other 10, so, yeah. In context of the actual question - it is out of place as a T1. Noone said it is hard, either.
Cactuar is very easy and simple. I solo it consistently on RUN with trusts. If you can't kill it on an actual DD job before it does ??? needles you need to look at what can you improve. My advice is skillchain damage, it chunks its HP off.
I've witnessed many jobs kill Golden Kist by themselves. Rdm can kill it without any support/trusts.
DRK can kill it, SAM can, the list goes on(with trusts, not even an actual party). If you can deal with Kist's mechanic, it is very simple.
Only bad SCHs have to zombie kill Kist, or if they get unlucky with Helix resist which of course does happen. Soloing NMs usually do require more gear than doing it in a party, that's common sense. It's still not bad, if anything Sang Buaya is more annoying than Kist for melee jobs. That stun is annoying as hell, worse than Kist's.
Bahamut.Butmunch
Serveur: Bahamut
Game: FFXI
Posts: 101
By Bahamut.Butmunch 2019-08-05 19:08:52
if you have to zombie kill on sch then they dont know what a magic eva set is
Asura.Shiraj
Serveur: Asura
Game: FFXI
Posts: 1070
By Asura.Shiraj 2019-08-05 19:12:33
I can claim Kist isn't out of place because I know how to deal with the aura. It's not annoying. It's perfectly fine. If anything is out of place it's Onychophora. Meant to be a T4, but should be a T1-2...
Also no on RDM, DRK, SAM, and other jobs. My RDM sucks ***, easily manages Kist, Blu kills it very easy, as long as you have an Meva set and know how to break the aura, Kist is laughable nothing wrong with it at all.
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.
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