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The Odyssey - || Strategy and Discussion ||
Lakshmi.Buukki
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2022-12-14 13:45:43
The question will be if we can deal 25% to Ongo fast enough (AF AC Night Terror?) to have the time to kill Procne with a MS Warcry zerg.
I'm almost positive Gaol bosses have the Blood Pact wall, so it wouldn't work for them.
Wait, do the T3 adds have damage type resistances? The other adds didn't.
I'm making a bit of an assumption but the T3 adds are just the T2s with a different name so i'm assuming same resistances.
Actually, he might be right. On the T1s last night, I didn't notice my Savage or Rudra's storms from BRD to be any lower than they would on any other mob with no native resistance. They might just be copies in form only and be completely naked as far as resistance goes. That would actually make a lot of the T3s easier if you can just take 3 min to zerg them down. Also, they don't SP either, so you can go all out on them without much fear.
Bahamut.Belkin
Serveur: Bahamut
Game: FFXI
Posts: 474
By Bahamut.Belkin 2022-12-14 14:18:12
That would actually make a lot of the T3s easier if you can just take 3 min to zerg them down.
Without full buffs, there isn't much 'zerging' to be had. It takes like 3 minutes to kill an easy one WITH soul voice songs and COR rolls. If you are fighting adds without the big time buffs (which would be required to kill the actual boss), I anticipate it taking at least 6 minutes, maybe more when you start getting encumbered and amnesia'd to hell. Maybe RDM/GEO/DNC could be enough haste, attack, and defense down to deal with the add in a timely manner, but it would unlikely be in the same phone as taking boss from 100% to 74%.
Maybe I'm just bad, but killing adds has never felt like a "burn'em down quick" type of ordeal. I feel like trying to cram the 100% to 74% stretch WITH killing the first add is just not happenin' without BRD and COR or GEO and you would need those jobs for phone #3 if you want any chance of winning.
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9910
By Asura.Saevel 2022-12-14 14:27:10
The question will be if we can deal 25% to Ongo fast enough (AF AC Night Terror?) to have the time to kill Procne with a MS Warcry zerg.
I'm almost positive Gaol bosses have the Blood Pact wall, so it wouldn't work for them.
Wait, do the T3 adds have damage type resistances? The other adds didn't.
I'm making a bit of an assumption but the T3 adds are just the T2s with a different name so i'm assuming same resistances.
Actually, he might be right. On the T1s last night, I didn't notice my Savage or Rudra's storms from BRD to be any lower than they would on any other mob with no native resistance. They might just be copies in form only and be completely naked as far as resistance goes. That would actually make a lot of the T3s easier if you can just take 3 min to zerg them down. Also, they don't SP either, so you can go all out on them without much fear.
T1 and T2 adds are just regular monsters without damage resistances. Tier 3 adds' (V20) are copies of the T2 bosses complete with damage resistances and HP. This discussion was had back when they released V20, between kill or ignore the add, we ignored them because of their huge HP pool and damage resistances.
But since they don't respawn, 10s WS wall, and 2nd add having huge regen, it might be prudent to kill first.
Depending on the add, killing in a quasi buffed zerg isn't that big a deal. Since SAM's roll isn't as important anymore, it might be better to have the COR on the first team and then use Warcry + Random Deal + MS + Wildcard type stuff to delete the add and spend the remaining time bringing the main down as low as possible.
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9910
By Asura.Saevel 2022-12-14 14:29:08
That would actually make a lot of the T3s easier if you can just take 3 min to zerg them down.
Without full buffs, there isn't much 'zerging' to be had. It takes like 3 minutes to kill an easy one WITH soul voice songs and COR rolls. If you are fighting adds without the big time buffs (which would be required to kill the actual boss), I anticipate it taking at least 6 minutes, maybe more when you start getting encumbered and amnesia'd to hell. Maybe RDM/GEO/DNC could be enough haste, attack, and defense down to deal with the add in a timely manner, but it would unlikely be in the same phone as taking boss from 100% to 74%.
Maybe I'm just bad, but killing adds has never felt like a "burn'em down quick" type of ordeal. I feel like trying to cram the 100% to 74% stretch WITH killing the first add is just not happenin' without BRD and COR or GEO and you would need those jobs for phone #3 if you want any chance of winning.
This is the issue I see happening on the T3s, the buffs to kill the add in a timely manner are the same buffs you need to kill the boss. You restrict yourself even more if using 1hrs on the add too. Extending to 3 KIs, (100 to 74 -> Add -> boss push) limits you even further on actually having meaningful copositions, not to mention by the time the add dies, the boss is probably going to be near full HP after 10-15 mins of fighting the add.
Ehh we've killed several T2's with non-optimal jobs in our 3 boss rush modes. The bigger issue is dealing 25% damage to the boss and having the extra damage types available, really depends on what jobs people have. Unlike most everyone else, our team actually tried to get the 2nd and 3rd fights as low as possible if not outright winning them. There is a whole world of additional buffs / debuffs that are ignored in favor the top three.
Are there any iLevel slashing H2H for MNK? There used to be awhile back.
Lakshmi.Buukki
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2022-12-14 14:32:01
Without full buffs, there isn't much 'zerging' to be had. It takes like 3 minutes to kill an easy one WITH soul voice songs and COR rolls. If you are fighting adds without the big time buffs (which would be required to kill the actual boss), I anticipate it taking at least 6 minutes, maybe more when you start getting encumbered and amnesia'd to hell. Maybe RDM/GEO/DNC could be enough haste, attack, and defense down to deal with the add in a timely manner, but it would unlikely be in the same phone as taking boss from 100% to 74%.
It depends what you bring to the fight to compensate for those "full buffs" not being available. If AFAC works, Bolster Frailty Dia3 and Box step might just allow you to take the add out with less effort than a real T2. Also, I think you are underestimating the buffs that the "lesser" support provide. You may only really be missing Samurai's Roll on a "B team". You still get haste2/Entrust Haste, Indi-Fury/Geo frailty or GEO STR, Box Step, Defense Down, and Dia 3. You also get to take stronger jobs in a B team like WAR, DRG, RNG, DRK, DNC etc.
Lakshmi.Buukki
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2022-12-14 14:36:03
not to mention by the time the add dies, the boss is probably going to be near full HP after 10-15 mins of fighting the add.
But that's fine, because the goal here is to take out the first add, so you have a full fifteen minutes on the second run to completely take out the boss. In that case, the V25 fight on the second fight turns into an exact copy of the V20 fight with maybe a little more health, except the add should pop at 40% instead of 75%, which is a lot better time of the fight to ignore an add.
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Asura.Sechs
Serveur: Asura
Game: FFXI
Posts: 10086
By Asura.Sechs 2022-12-14 14:36:07
Doesn't Frailty (and all debuff bubbles) get 50% reduced potency on T3+ Odyssey?
I guess it hasn't been tested if this works on the adds as well.
Lakshmi.Buukki
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2022-12-14 14:38:15
Doesn't Frailty (and all debuff bubbles) get 50% reduced potency on T3+ Odyssey?
I guess it hasn't been tested if this works on the adds as well.
That's why I included GEO-STR as a secondary buff option to go with Fury, if Frailty is resisted. It might still be worth using either way, if you need attack or if you are willing to burn bolster on a person who wouldn't be using their SP1 on the second fight (like the tank)
Shiva.Thorny
Serveur: Shiva
Game: FFXI
Posts: 2777
By Shiva.Thorny 2022-12-14 14:38:29
an exact copy of the V20 fight with maybe a little more health except the ws wall
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Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9910
By Asura.Saevel 2022-12-14 14:39:18
Doesn't Frailty (and all debuff bubbles) get 50% reduced potency on T3+ Odyssey?
I guess it hasn't been tested if this works on the adds as well.
It's -75% on the bosses, not sure about the adds. If they work on the adds then that solves one of the issues.
Lakshmi.Buukki
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2022-12-14 14:40:56
an exact copy of the V20 fight with maybe a little more health except the ws wall
I had Ongo on the brain because we started talking about Ongo and Procne builds, where the WS wall wouldn't be a factor because you're bursting. Your correction is valid.
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9910
By Asura.Saevel 2022-12-14 14:49:23
an exact copy of the V20 fight with maybe a little more health except the ws wall
I had Ongo on the brain because we started talking about Ongo and Procne builds, where the WS wall wouldn't be a factor because you're bursting. Your correction is valid.
Ignore Bumba since that's a completely different discussion. Of the six T3's Aribati and Ongo aren't really effected by the 10s wall leaving only Kalunga, Xevioso, Ngai and Mboze. The first three we can clear with 5+ minutes remaining, I've had over 6 with Xevioso before. The second add's regen is what is going to make those three hard, though some folks might be able to push through even that. Mboze rampart method won't really be viable with the 10s wall, so it's back to the TP denial method and that is a nail biter though I've won it with over 3min before. Su5 Ninja works wonders on this guy as they give almost no TP and deal great damage, just need to bring a SCH + BLM to take out the add (maybe also GEO).
Lakshmi.Buukki
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2022-12-14 14:51:29
Xevioso Piercing, add Slashing
Arebati Piercing, add Blunt
Ngai Blunt, add Magic
Mboze Slashing, add Magic
Kalunga Slashing, add Blunt
Ongo Magic, add Piercing
Someone will have to confirm if the T3 V25 adds have a damage resistance or not because right now, we don't know if this is the case or not.
Lakshmi.Buukki
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2022-12-14 14:55:42
Yeah and they changed V25s in a few ways, so should double check first to see if it's even necessary to build for a comp in that way to clear an add as they may have changed V25 adds specificall. The same way we should double check if AFAC or Blood Pact walls exist for adds, because that opens up AFAC as an option to quickly rid them
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9910
By Asura.Saevel 2022-12-14 15:04:50
Yeah and they changed V25s in a few ways, so should double check first to see if it's even necessary to build for a comp in that way to clear an add as they may have changed V25 adds specificall. The same way we should double check if AFAC or Blood Pact walls exist for adds, because that opens up AFAC as an option to quickly rid them
Yes we should verify, I really hope they did change the adds to not have any damage resistances. Since hope isn't a viable strategy I'm planning on them being the same, cause this is SE and they be *** that way. Heck I hope they also reduced their HP to be more like T1/2 adds and not the bloated values of T2 bosses.
Serveur: Asura
Game: FFXI
Posts: 828
By Asura.Iamaman 2022-12-14 19:45:03
One thing to note is that Gog appears to rotate between 3 different 2hrs: Blood Weapon, Hundred Fists, and Mighty Strikes. There doesn't appear to be a consistent order when he uses one or the other, I didn't see him repeat any of them, but he definitely used Hundred Fists at 75% at least once, followed by Mighty Strikes at 40%.
Point being, you may need to bind and run at 40% also. His Hundred Fists was weak though and tanking it was no issue.
Lakshmi.Buukki
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2022-12-14 20:31:24
He gains access to Noahionto, Stygian Release, and Villainous Rebuke under SP, which at least the first one can one shot your whole party and the other two can hit pretty badly to the targets, so binding it at 74% + 40% is definitely the preferred method.
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Asura.Hya
Serveur: Asura
Game: FFXI
Posts: 314
By Asura.Hya 2022-12-15 01:11:26
Gogmagog has always rotated between those three possible SPs. Now we just see two of them. Buukki already covered the basic way to handle them, but there is one more consideration. If you plan to be fighting the baby Gogmagogs, be aware that they have access to, at the very least, Noahionto, and can kill your whole party easily. I can't speak to their capability to use Stygian Release or Villainous Rebuke, but I wouldn't be surprised if they could.
By Vaerix 2022-12-15 03:08:31
Gogmagog has always rotated between those three possible SPs. Now we just see two of them. Buukki already covered the basic way to handle them, but there is one more consideration. If you plan to be fighting the baby Gogmagogs, be aware that they have access to, at the very least, Noahionto, and can kill your whole party easily. I can't speak to their capability to use Stygian Release or Villainous Rebuke, but I wouldn't be surprised if they could.
Are you saying the have access to this at all times or just when boss is in 1hr? Because I'll be glad we didn't get wrecked killing the first one if it's at all times.
Asura.Hya
Serveur: Asura
Game: FFXI
Posts: 314
By Asura.Hya 2022-12-15 03:11:54
Gogmagog has always rotated between those three possible SPs. Now we just see two of them. Buukki already covered the basic way to handle them, but there is one more consideration. If you plan to be fighting the baby Gogmagogs, be aware that they have access to, at the very least, Noahionto, and can kill your whole party easily. I can't speak to their capability to use Stygian Release or Villainous Rebuke, but I wouldn't be surprised if they could.
Are you saying the have access to this at all times or just when boss is in 1hr? Because I'll be glad we didn't get wrecked killing the first one if it's at all times. Gogmagog Prime did not have his SP active at the time the baby Gogmagog used Noahionto. We took a bit of time to kill it and did not dispel it at all so usage may be time or buff or luck based
By SimonSes 2022-12-15 04:13:37
Depending on the add, killing in a quasi buffed zerg isn't that big a deal. Since SAM's roll isn't as important anymore, it might be better to have the COR on the first team and then use Warcry + Random Deal + MS + Wildcard type stuff to delete the add and spend the remaining time bringing the main down as low as possible.
Thinking on the T3s specifically the damage types required are:
Xevioso Piercing, add Slashing
Arebati Piercing, add Blunt
Ngai Blunt, add Magic
Mboze Slashing, add Magic
Kalunga Slashing, add Blunt
Ongo Magic, add Piercing
Doing 25% to the boss AND having a comp to kill the add in one KI is a big ask here. If you spread to 3x KI it may be more manageble but asking alot of flexibility, knowledge and gear of the team, which I guess is maybe the point. I'm not even sure where I'd begin putting together 18 jobs for any of these and spreading buffs/1hrs.
The problem is not only to do 25% to boss, but also to hold the boss while you are killing the add.
That being said
Xevioso teamB:
RDM, PLD, WAR, COR, SCH, RUN (indi fury and indi haste from lobby)
WAR Shining One (Impulse Drive at 2500+ every 10sec+)
COR Armageddon (Chaos+Rogue)
RUN Valliance and One for All to reduce damage
PLD Aoe cures to support Regen V healing
RDM Dia III, Distract III and other debuffs
SCH Embrava (remember to recast Embrava at the end of Tabula for longer duration) + Regen V and healer stuff
When add pops:
WAR Savage
COR Savage (change Rogue to SAM)
RDM Savage after all the debuffs, Stymie+Saboteur Bind Xevioso (to give RUN extra time to build hate and just for extra safe time)
PLD Savage and tank Chapuli
RUN kiting Xevioso
SCH healer duty
If you can kill add with some time remaining, go damage xevioso little more.
Team A:
DNC Climactic/Building Rudra, SPII at 40%
RNG Armageddon white damage, SPII at 40%
GEO Fury+Frailty (Barrier and Bolster at 40%)
WHM DiaII + Auspice + healing
BRD SV Honor+CarolII+Scherzo+MinneV+MinuetV (remember to recast for ~14min duration)
SMN Hastega, Sforzo, Wind's Blessing etc. then stay on Siren for SBII and Hysteric Barrage
SMN in this setup can be something else, but I think SMN is greatly prefered. Sforzo (Earthen Armor not Sforzo ofc) + Scherzo makes one shot almost impossible I think, Subtle blow II from favor will put both DNC and RNG on or close to 75 SB with Auspice (and RNG using 21SB in set). This will make TP move much less frequent and hate reset shouldt happen fast enough for xevioso to go for backline. BAckline should still have 50% DT idle and WHM DT healing set.
RNG needs 50%DT midshot set here, so ideally Empy legs/hands/head + dring + -5%DTcape, that's 47% at +2 empy and 50% at +3. Also Subtle blow from Empy head and Chirich ring. Shadowbind add to get and extra time to setup Bolster and start the zerg from 40%.
Frailty, even nerfed will be at -10%, which together with -23% from box step and -15% from Dia II will give 48% def down.
DNC just do all the steps + buffed Rudra and SPII at 40% to zerg Xevioso down asap (SP2 WS spam with Climactic wont work here ofc, so instead of using Grand Pas charges for Reverse flourish, you use it to reset Climactic 3 times and melee for TP and WS every 10 sec).
SMN renew buffs before they go down if necessary (I would suggest stop damage then and do it before 40% if you notice they might drop during last 40%). You can also Perfect Defense at 25% I guess.
Ideally what should be done is get team C with PUP (tanking + DD) + BST + whatever else that can do some damage and try to do whatever you can, so team A can start from as low HP% as possible. This will also let SPs to get of cooldown naturally (~14m in fight1 + ~14min in lobby + 15min in fight 2 + 2m in fight3 gives 45min) if you fail to wild card in lobby on people who doesnt need to use SPs.
I will try to figure out other A3 later.
EDIT: WAR in teamB can also be SAM(shining for xevioso and Masa for Chapuli) or DRG(Shining for Xevioso and Naegling for Chapuli) or even THF (Twashtar for Xevioso and Naegling for Chapuli)
By Vaerix 2022-12-15 08:34:46
Simon Post Depending on the add, killing in a quasi buffed zerg isn't that big a deal. Since SAM's roll isn't as important anymore, it might be better to have the COR on the first team and then use Warcry + Random Deal + MS + Wildcard type stuff to delete the add and spend the remaining time bringing the main down as low as possible.
Thinking on the T3s specifically the damage types required are:
Xevioso Piercing, add Slashing
Arebati Piercing, add Blunt
Ngai Blunt, add Magic
Mboze Slashing, add Magic
Kalunga Slashing, add Blunt
Ongo Magic, add Piercing
Doing 25% to the boss AND having a comp to kill the add in one KI is a big ask here. If you spread to 3x KI it may be more manageble but asking alot of flexibility, knowledge and gear of the team, which I guess is maybe the point. I'm not even sure where I'd begin putting together 18 jobs for any of these and spreading buffs/1hrs.
The problem is not only to do 25% to boss, but also to hold the boss while you are killing the add.
That being said
Xevioso teamB:
RDM, PLD, WAR, COR, SCH, RUN (indi fury and indi haste from lobby)
WAR Shining One (Impulse Drive at 2500+ every 10sec+)
COR Armageddon (Chaos+Rogue)
RUN Valliance and One for All to reduce damage
PLD Aoe cures to support Regen V healing
RDM Dia III, Distract III and other debuffs
SCH Embrava (remember to recast Embrava at the end of Tabula for longer duration) + Regen V and healer stuff
When add pops:
WAR Savage
COR Savage (change Rogue to SAM)
RDM Savage after all the debuffs, Stymie+Saboteur Bind Xevioso (to give RUN extra time to build hate and just for extra safe time)
PLD Savage and tank Chapuli
RUN kiting Xevioso
SCH healer duty
If you can kill add with some time remaining, go damage xevioso little more.
Team A:
DNC Climactic/Building Rudra, SPII at 40%
RNG Armageddon white damage, SPII at 40%
GEO Fury+Frailty (Barrier and Bolster at 40%)
WHM DiaII + Auspice + healing
BRD SV Honor+CarolII+Scherzo+MinneV+MinuetV (remember to recast for ~14min duration)
SMN Hastega, Sforzo, Wind's Blessing etc. then stay on Siren for SBII and Hysteric Barrage
SMN in this setup can be something else, but I think SMN is greatly prefered. Sforzo (Earthen Armor not Sforzo ofc) + Scherzo makes one shot almost impossible I think, Subtle blow II from favor will put both DNC and RNG on or close to 75 SB with Auspice (and RNG using 21SB in set). This will make TP move much less frequent and hate reset shouldt happen fast enough for xevioso to go for backline. BAckline should still have 50% DT idle and WHM DT healing set.
RNG needs 50%DT midshot set here, so ideally Empy legs/hands/head + dring + -5%DTcape, that's 47% at +2 empy and 50% at +3. Also Subtle blow from Empy head and Chirich ring. Shadowbind add to get and extra time to setup Bolster and start the zerg from 40%.
Frailty, even nerfed will be at -10%, which together with -23% from box step and -15% from Dia II will give 48% def down.
DNC just do all the steps + buffed Rudra and SPII at 40% to zerg Xevioso down asap (SP2 WS spam with Climactic wont work here ofc, so instead of using Grand Pas charges for Reverse flourish, you use it to reset Climactic 3 times and melee for TP and WS every 10 sec).
SMN renew buffs before they go down if necessary (I would suggest stop damage then and do it before 40% if you notice they might drop during last 40%). You can also Perfect Defense at 25% I guess.
Ideally what should be done is get team C with PUP (tanking + DD) + BST + whatever else that can do some damage and try to do whatever you can, so team A can start from as low HP% as possible. This will also let SPs to get of cooldown naturally (~14m in fight1 + ~14min in lobby + 15min in fight 2 + 2m in fight3 gives 45min) if you fail to wild card in lobby on people who doesnt need to use SPs.
I will try to figure out other A3 later.
EDIT: WAR in teamB can also be SAM(shining for xevioso and Masa for Chapuli) or DRG(Shining for Xevioso and Naegling for Chapuli) or even THF (Twashtar for Xevioso and Naegling for Chapuli)
So did your team test any non-A2 Resistances in any attempt? Or just Savage seemed easiest particularly because it's the slashing weakness?
Carbuncle.Maletaru
Serveur: Carbuncle
Game: FFXI
Posts: 2521
By Carbuncle.Maletaru 2022-12-15 08:42:33
Of the six T3's Aribati and Ongo aren't really effected by the 10s wall leaving only Kalunga, Xevioso, Ngai and Mboze.
Wait, what? Arebati isn't affected by the WS wall? Are you not using any WS on Arebati, just white damage from shooting? Because for every run I've been on, we've been using WS every 2 seconds on both COR and RNG.
Bahamut.Belkin
Serveur: Bahamut
Game: FFXI
Posts: 474
By Bahamut.Belkin 2022-12-15 09:19:13
Carbuncle.Maletaru said: »Wait, what? Arebati isn't affected by the WS wall? Are you not using any WS on Arebati, just white damage from shooting? Because for every run I've been on, we've been using WS every 2 seconds on both COR and RNG.
I could see Arebati being impacted less by the WS wall, but obviously the WS wall still exists here. COR damage is kinda fart noise to begin with, they can just stop WSing. Even a state-of-the-art COR is barely pushing 30% overall damage on an Arebati. The RNG is the star of the show. A bulk of RNG damage is white damage/empyrean crits. The RNG would definitely want to be the one WSing every 10 seconds though, which isn't even necessarily a bad thing, as you would end up getting 2500+ TP for every WS. And you can use Rogue's Roll now instead of Samurai.
Though, RNG and damage in general won't be the problem with Arebati. It'll be the two pigs from Hell running roughshod on your bootyhole.
By SimonSes 2022-12-15 09:31:09
Carbuncle.Maletaru said: »Wait, what? Arebati isn't affected by the WS wall? Are you not using any WS on Arebati, just white damage from shooting? Because for every run I've been on, we've been using WS every 2 seconds on both COR and RNG.
I could see Arebati being impacted less by the WS wall, but obviously the WS wall still exists here. COR damage is kinda fart noise to begin with, they can just stop WSing. Even a state-of-the-art COR is barely pushing 30% overall damage on an Arebati. The RNG is the star of the show. A bulk of RNG damage is white damage/empyrean crits. The RNG would definitely want to be the one WSing every 10 seconds though, which isn't even necessarily a bad thing, as you would end up getting 2500+ TP for every WS. And you can use Rogue's Roll now instead of Samurai.
Though, RNG and damage in general won't be the problem with Arebati. It'll be the two pigs from Hell running roughshod on your bootyhole.
RNG shouldnt WS. COR should.
RNG not WSing is still massive DPS. COR should WS, because it looses much more damage not WSing. Also the even more important thing is hate. If you let RNG do 90% of damage (and it will be like that with COR not WSing), then you will reach hate cap twice (before and after Caper Emissarius) on RNG and you will die in worst moment. It was already a close call at V20.
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9910
By Asura.Saevel 2022-12-15 09:31:46
Carbuncle.Maletaru said: »Of the six T3's Aribati and Ongo aren't really effected by the 10s wall leaving only Kalunga, Xevioso, Ngai and Mboze.
Wait, what? Arebati isn't affected by the WS wall? Are you not using any WS on Arebati, just white damage from shooting? Because for every run I've been on, we've been using WS every 2 seconds on both COR and RNG.
Most of the damage on Arribati is going to be RNG and COR with AM3 up. Ranged doesn't get TP nearly as fast as melee so holding TP every 10s just means the RNG gets a near capped WS. As belkin said the real issue is two henwins running around, though I'm thinking I got a solid way to fix that but will have to wait and see.
Hmmm...
Initial Speculations:
Looks like they took components of Walk of Echoes (setting), and Elemental Circles and brought it together.
They must of learned new ideas through the Lilith HTBF and how they can play with those elemental fetters to create unique battlefield environment and apply further stress with them..
Instead of Abyssea, this may be a Walk of Echoes 3.0? Anything iLvl 140+ .. We are ready!
Keep this thread clean, hoping to post critical details and discuss strategies.. Eventually I will create a Node on this with full details.. We can then update BG-Wiki with information that we gather..
Those of you who play on Nasomi.. Please don't post on here, you have a Fafnir to camp.. so get back to work.. This is isn't Bubbly Bernie version 3.0. He will be OG 1.0 forever on Nasomi.. ^_^
Sorry about the delay on updating this as I have been slammed with a lot of work since COVID-19 defense ramp up procedures at my hospital facility.
I have barely had time to update and barely any time to explore this content myself. I appreciate everyone's work so far. I will update this OP Thread with some resources and information that people have found across all servers including videos and screenshots..
Keeping this as a basic vital post highlight source so as new posts with vital information emerges I will just pin it here so it is all in one space and no need to jump around different pages..
To Begin.. The Basic Release Info from SE:
Some First Initial Basic Discoveries:
looks like you enter through Rabao
And you have 30 min to kill a bunch of trash mobs. Probably a boss at the end too.
More Initial Entry Discoveries Pinned:
About to enter Odyssey for the first time.
I'll report back. Setup is PUP, COR, BLU x2, SMN, RDM
Ok, it's looking like they made this content specifically to prevent BLUs from cleaving through this content.
Only main target took full damage. Surrounding targets took 90% reduced damage (main targeet 15k, all others 500 or less)
All mobs can be fully enfeebled (Sleep, Silence, Slow, Para) but standard rules apply for mob types (we saw Skeletons, couldn't Blind them)
I can very easily see a RUN or PLD tank running in and aggroing the group of mobs, with a BRD sleeping them all. 2 DDs kill one by one with proper support. SMN Bloodpacts were doing full damage on single mobs (same rules for BLU applied for SMN when we tried Thunderspark for lulz)
At the end, we found a group of mobs (bats) with a Fetter and a group of untargetable Yagudo. We cleared the bats, then killed the Fetter. Once the Fetter is killed, the Yagudo become targetable. For killing all of the Yagudo, you get 10 Izzat.
In total, we farmed 20 Izzat. We'll try using them tomorrow on boxes, maybe even spawn an NM. After we killed the fetter, a conflux spawned that gave us the opportunity to spawn a monster for 10 Izzat. We were low on time, so we just chose to exit.
Player with Trusts.. First Experience Testimonies:
Went in with trusts. Was able to 1 shot most things with leaden.
Yield: 31 scales and 3 scale boxes (from the chest).
Edit: Chests gave 11, 13 and 16.
More Vital Data Testimonies Discovered:
Random info:
-Killing trash gave izzat and lustreless scales
-Using 10 izzat to pop chest gave 2 scales and a box
-Killing fetter made untargetable yagudo killable, giving 10 izzat killing them all
-Popping NM with 10 izzat from ethereal junction spawned a red morbol that did blood weapon and dropped 2 boxes of scales
-Not sure what items you need to trade to junction to spawn monsters
-Was unable to use the thing at the start after killing fetter/yagudos/morbol, may have to kill all trash? I looked around and missed a pack, timed out before I could kill them all
-Moogle keeps track of trash killed, physis, and chests, and the power of your alter egos while in odyssey (Moogle Mastery)
More Testimonials and Discoveries..
Does anyone know what is needed to clear the RoE for Sheol A?
You need to run (can do on sneak/invi, only trasnparent mobs are true sight/sound) to last floor (A7) using confluxes. On last floor there is Otherworldly Vortex mentioned in RoE quest. You need to touch it (it lets you leave Odyssey too) to complete the quest. Credit for that info goes to Mischief from Bahamut.
Here is a video of my first experience with Odyssey:
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Tried exploring, found more information
- I didn't realize there was a conflux on each floor to move up
- Each floor increases in mob level, capping at 131, and general nastiness of monster family (manticores, giants I remember on last floor)
- Translocators bring you down to previous levels, so the first floor one doesn't work until you find the higher level ones
- One character got stuck on a floor and couldn't move up, nor did they get the RoE objective upon someone else reaching the top
So for soloers, seems like it's best to stick to lower level floor to farm scales, more experienced parties can move up to desired difficulty for more scales. First time in would be best just getting the RoE objective and unlocking translocators.
Initial Video Detailing Climb to 7th floor for easy RoE Completion for Augment Unlock on Gear:
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More Info about Moglophone KI's:
Anyways did a solo run this morning and got about 100 scales from just killing trash in first floor. Wondering what others are getting from parting up vs solo.
edit: Also can you hold one Moglophone KI on you, and then have the moogle hold one?
I was wondering this too. I picked up my KI last night and am holding it until later today and going to see if I can run two times in a row.
You can. I used my ki after few hours yesterday and when I checked moogle timer was at 15h, so it was going down while I had KI on me.
More Testimonial Higlights:
Bahamut.Lexouritis said: »Maybe Mischief will post about it, he figured it out on his mule. I'll try and post what i know, but it seems like we skip everything and just kill the fetters, mobs around the fetters, and sometimes the UNM near the fetters.
Bahamut.Lexouritis said: »and if u get to the final thing upstairs, personal chest for everyone.
Not sure if someone said it already, but you CAN store a KI. So only need to farm every 2 days!
I am confused on how people move up using sneak and invisible, in this run I explored everything, vortexes just said "you can't use this yet", or let me summon an NM but never move somewhere else, even after i killed the fetter, all the guards, the NM, opened one chest, and killed about 90% of all the mobs. If anybody can spot where in this video I should have been able to "move up" it would really help: https://www.youtube.com/watch?v=5i9GhE5nO3I
thanks At the mandies in your run. Just hug left wall and you'll find it. It took me a while to find the first flux as well, but the rest were less "hidden". A video was posted a couple pages ago showing the route.
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Bahamut.Lexouritis said: »vortexes just said "you can't use this yet" Need to click Shimmering lights for access to some portals or not have aggro iirc. I may be wrong though
Bahamut.Lexouritis said: » It rewarded me again with a box + 50k gil.
did u kill a fetter? Seems like 50k per Fetter and 1 box per fetter (per character). The big Box from RoE seems to be just 1 time thing. The smaller boxes seem to be fetter based?
Killing all 4 fetters netted us about ~70 scales per run per person after touching otherworldy vortex.
Edit: With RoE quest being completed in a run, was more like 110-130.
So how many scales is it per upgrade? Didn’t see on Bg-wiki and don’t feel like shifting through posts on here. Should be just under 12 stacks to max. Based on scales only being worth 5rp instead of 10 :/
Clip to the top and nab the box, in and out, 5 minute adventure.
For realsies? SE let content like that out after the mass-ban clipping/duping-alex adventures get onto the live server? Thought they learned their lesson since the AMAN trove boxes can't be scouted via Hex IDs. The box he means is the one from completing the RoE once. You can walk to it in 6-7 mins without speed hacks anyway. The big deal about completing the RoE is you can start augmenting your gear at that point.
Well if dude already finished a piece few days after update, there isnt much time gate here it seems.
Probably just the appetitizer was released (im on a work trip, cant "enjoy" the new content till weekend...)
He finished because he bought scales or have legion of mules. Regular player with 1 account will need realistically around 10-14 days for one piece farming daily.
Traded 5 Emperor arthro shells to vortex (dunno how many it took from inventory, might have only taken 1 of the 5). Summoned Brachys, a crab that had a high ass counter rate and instantly killed me on my thf in one attack round. 500+ damage counters with no DT set. Likely not advisable to spawn mobs solo with trusts.
Bahamut.Lexouritis said: »Personal box at the end when touching Otherworldy Vortex for each FETTER you kill, for all party members. If u kill all 4 fetters AND EVERYTHING around them it seems you will get 4 boxes.
~edited phrasing
So looks like if you solo, go for trash and farm with th4+ and for group you kill featers and go touch otherwordly.
Unless maybe kill 2 featers solo and go to the top? You could open 2 chests that way and get 2 boxes. So in theory maybe even get 4 chests and some scales from farming.
Bahamut.Lexouritis said: »
Personal box at the end when touching Otherworldy Vortex for each FETTER you kill, for all party members. If u kill all 4 fetters AND EVERYTHING around them it seems you will get 4 boxes.
~edited phrasing
So looks like if you solo, go for trash and farm with th4+ and for group you kill fetters and go touch otherwordly.
Unless maybe kill 2 fetters solo and go to the top? You could open 2 chests that way and get 2 boxes. So in theory maybe even get 4 chests and some scales from farming.
I'm not sure if you need to just kill the fetters or the fetters + all the semi-invisible beastmen around the fetters.
It's possible to kill a fetter without aggro from the semi invisible beastmen that are sight aggro like Yagudo and Orcs. I'm assuming Quadav will sound aggro which makes them easier to gather in a group.
On the first day, when I duo'd with my cousin on RUN and me on COR with a THF4 set, we killed 1 fetter but stopped killing the semi-invisible beastmen because they were not dropping anything. Not all of the beastmen aggro'd. Only the Yagudo beastmen that were in sight of us or each other aggro'd us. Care needs to be taken by support in this case as support will get aggro'd if they rush in too early before the tank has claim on everything. These mobs hit very hard.
Definitely go in with at least th4 if solo farming just trash mobs.
Go in with a full, balanced party to maximize drops from fetters. The fetters are easy to kill. The beastmen hit hard and have a little more hp than common trash mobs. Helps to sleep them too as they can easily overwhelm even the toughest of tanks.
Me and a group of peeps went in yesterday, to do some testing.
Killing a fetter + beastman group rewards 10 izzat, no special drops were seen, we did not have a thief, just a range using bounty shot.
Gonna test farm some nms tonight. i tried to spawn 1 today with my alt using unity items, turns out 1 is not enough.
My second run of this is probably the best I can do.
Went in, killed all normal monsters, Feters and Beastmen, killed all of the Yaguado. I had 20 Izzat, spawn a Unity NM Which was a Sporebat type mob that died in a 4 step SC. This NM used Blood WEapon, the NM I tried yesterday used 100 fists and rek'd me.
I got 90 Izzat from Monsters and 22 from the 2 boxes that I got from NM and a chest I used them on. The only thing I didn't do on Floor 1 was spawn the Junction that said "Item can be used to pop something here" I had 3 Sarama Hides, 2 Thuban Things and neither worked, nor did a combination of them work.
All of my drops were done with TH2 from Gear.
Few unanswered questions:
How is the augmentation to Trust power in Odyssey earned? I believe the requirement must be more than simply killing sets of trash mobs and making it to the otherworldly at the end.
Rewards upon reaching end were:
360k gil from a group that killed everything on first floor, 2 NM's popped.
100k gil for solo killing 2 groups (4 izzat) worth of scrubs and reaching end.
On another run I also got 100k gil for solo killing more scrubs (4 sets I think.
Seems like the NMs from either spawn point will be one of the 119/122 unity NMs with similar mechanics, but not exactly the same as my morbol didn't go through 3 stages and only did blood weapon. May be a good ideal to either focus on repeatedly killing one to raise its kill count for the moogle or killing all of them at least once. Can't wait for Pandemonium Warden v3 in the future lol Yep. Surprised the hell out of us.
But as I said I was getting 100k for just clearing a couple of easy rooms and heading for the exit solo for the RoE.
Thinking about it, we did a bit more than the first floor full clear on that run, did a second fetter and agon mobs and popped another NM at least. spawn a Unity NM Which was a Sporebat type mob
What method did you use to spawn this nm?
So there seems to be 2 spawn methods, Unity Item (I think 5 minimum) or Izzat once you have killed a fetter.
In terms of the invisible mobs I don't know if its a coincidence or not but every time they have aggro'd they go after my GEO and no other character. Dunno if the bubble is causing something funky to happen.
It should be possible, to kill fetters on all floors + escape as low as 3 man, I cleared everything in my run and had about 3 minutes to spare but a lot of it was goofing about looking at chests etc. I'd say 4 man would be the most optimal though as you can't really AOE.
Only flaw would be is that the fetters on floors seem to be placed randomly so you could get screwed over on travel times but imagine if you wanted to eat some taco's and take that risk you could and do it no probs.
My second run experience soloing on COR with trusts:
Leaden Salute all the things
Tact/Sam with august, ygnas, monb, star sybill, koru
Killed everything on floor 1 and 4 groups on floor 2
30 izzat but could only find 2 chests to open
both chests only dropped 1 box each so was a little unlucky
TH4
Ended up with 135 scales. Could have been alot higher if I found a third chest and if the chests dropped more than 1 box each.
(I also got a message saying 'moogle magic II' when I killed a regular enemy. Must be to do with the total amount of things killed.)
Leviathan.Kingkitt said: »My findings thus far:
As stated multiples times already here, you can sneak/invisible to maneuver around the mobs here. However..
The invisible mobs appear true sight and/or sound, so you have to be cautious of them.
Appears that killing fetters gives personal loot. We all got a box.
You can solo for the RoE if you want following the guidlines above.
Competing RoE gives you 1 large box.
Clear is NOT party wide and each person must touch it individually for credit. (Also recieved 60k gil, we cleared 1 fetter/quadavs, and the mob family near it)
Didn't notice until after fetter and invisible mobs were dead, but one or the other gave 10 izzat.
Have tried a few different unity mats for unm 119/122 and traded 5 to pop a NM. NM that spawned was of the same mob family as items traded.
Tonight ill be going in with my COR GEO duo. How do you do the fetters? Kill the surrounding mobs then attack the fetter while trusts keep you alive with invisible beastmen smacking you? Then the beastmen?
Pull and kill regular mobs, until you see opportunity where nothing is close to fetter (there is always a moment when there is max 1 mob close to it at some point). Kill fetter fast (It's easy to kill. One good 2 step SC will kill it), then kill remaining mobs. I wouldn't try to aggro more than few mobs in general when solo or duoboxing, especially if you dont have Malignance set on COR.
Something of note to add was that our rng and cor were doing 0 dmg to the fetter from distance and had to move much closer to do any damage. This may relate to how aoe does much reduced damage. Max gil reward is higher than we thought, just got 495k from today's run.
Btw force popping nm's uses a single UNM mat, not 5. And they cannot be reused within the same run. Spawning NM appears to be unrelated to what you use to pop.
So far NM's we faced: Tipuli(fly),Aegupius,harpe(weapon),leucippe and physis (morbol).
Moogle mastery ranks up as you kill stuff, @287 kills, 8x NM and 2 chests we at Mastery III.
Max gil reward is higher than we thought, just got 495k from today's run.
Btw force popping nm's uses a single UNM mat, not 5. And they cannot be reused within the same run. Spawning NM appears to be unrelated to what you use to pop.
So far NM's we faced: Tipuli(fly),Aegupius,harpe(weapon),leucippe and physis (morbol).
Moogle mastery ranks up as you kill stuff, @287 kills, 8x NM and 2 chests we at Mastery III.
Do you need to touch the flux on the top floor to get the gil? Or when does the gil actually get distributed to you? Yes, you have to leave personally to get it, and as always if other party members are fighting its locked out.
My second run experience soloing on COR with trusts:
Leaden Salute all the things
Tact/Sam with august, ygnas, monb, star sybill, koru
Killed everything on floor 1 and 4 groups on floor 2
30 izzat but could only find 2 chests to open
both chests only dropped 1 box each so was a little unlucky
TH4
Ended up with 135 scales. Could have been alot higher if I found a third chest and if the chests dropped more than 1 box each.
(I also got a message saying 'moogle magic II' when I killed a regular enemy. Must be to do with the total amount of things killed.)
Tonight ill be going in with my COR GEO duo. How do you do the fetters? Kill the surrounding mobs then attack the fetter while trusts keep you alive with invisible beastmen smacking you? Then the beastmen?
Pull/kill regular mobs with ranged attack. Run in to fetter with max 1 or 2 shadows aggro. Kill fetter > kill the rest.
Just look out what you aggro. Aggroing BLM mob that stand close to middle will probably result in mass link eventually. Regular mobs dont link at all, but transparent mobs (before and after killing fetter) do.
Each flux takes you to a higher floor. There are 7 floors with the 7th floors flux being the exit and the RoE objective.
Each flux takes you to a higher floor. There are 7 floors with the 7th floors flux being the exit and the RoE objective. Not sure if it was mentioned, but looks like you can't pop the same NM twice from UNM mats in the same run. Popped once on first floor, and later on the 4th floor it gave a message saying we couldn't pop the same NM again.
Sharing Shamgi's notes posted in the BST forum for relevant details:
Ok, just went into an Odyssey and discovered some things:
1. You can charm things in there. Things seemed to be fairly simple to charm, and Charm+ gear meant that my dhalmel stayed charmed 15+ minutes.
2.Charmed pets seem to be quite strong. Beyond the normal HP, they seemed to have fairly high damage, hitting other mobs in their own pack for 4-600 a swing, with crits as high as 900. My Dhalmel once used Berserk and those numbers got pretty big, same with their Sound Wave move. My record was a crit for 1500 or so. This is with NQ food and no other pet related buffs. I had one crawler end up at 74% when it killed another crawler in the pack, likely benefiting from all the DA and Haste.
3. Pets seem quite effective at killing the Halos. They hit hard already, but notably, they aggro nothing, not even the Beastmen around the Halos when doing so. The Halo produces a damaging AOE every couple of seconds that was hitting for 200 or so, but the pet, with it's 40k+ HP, doesn't care at all. Indeed, I left the pet to it's own devices and killed other packs with trusts while it worked the halo down itself, which actually seemed quite nice. When it died, the Orcs around it didn't aggro, so it was easy to pull them one by one, as they don't link either.
4. Mob spawns are random, which can hurt this strat, but from two runs a majority of the packs seem charmable, and many of them are often pretty powerful. Given the strat above, I feel like a monk style pet would be best here.
Overall, I'm super interested in trying this with a full group where you can use the pet to deal with adds while you work on a pack yourself and to safely kill Halos while you clear other things.
One issue was Sic, the recast was way worse than I remembered, and my lua isn't set up at all to deal with it. My best guess is to just set up my gearswap to always produce a physical damage set for Sic and then just use pets who focus physical damage with their TP moves. If it's a buff move, then no big deal, if it's physical then it's the right set.
They do link, my experience has been all sight linking though (fought orcs and yags so far). Do not link with the Fetter though, found this out by trying to range attack the fetter down, only to realize the fetter is immune to auto-range attacks.
They do link, my experience has been all sight linking though (fought orcs and yags so far).
Well its kinda expected. Orc, Yagudo and Goblins are all sight aggro/link. Quadavs are sound aggro/link and it's how they are in Odyssey too.
They arent immune to ranged attacks you just need to be stood in the fetter to do damage.
So not immune to ranged attacks, but immune to any attacks from a range. XD
As with all farming things it's more efficient to solo, if the kill speed is high, like 119 content. 6 solos have 6x more chances for boxes.
Luck's definitely a factor; and yeah I think solo probably is best.
I think a lot of it has to do with people finding each other, people needing to sneak/invis themselves, and having to stagger the flux (so it doesn't glitch out). Was a lot of wasted time there.
Was just curious if other groups were experiencing it as well.
Went in as Pup/Whm. Killed 3 Fetters, champion NM on floor 7 after fetter, and a few other random mobs using automaton only.
Literally no drops + exit only gave me 5k gil.
I wonder if you need to take an action on the fetters or something yourself before you can get drops or credit for killing them.
Went in as Pup/Whm. Killed 3 Fetters, champion NM on floor 7 after fetter, and a few other random mobs using automaton only.
Literally no drops + exit only gave me 5k gil.
I wonder if you need to take an action on the fetters or something yourself before you can get drops or credit for killing them. As group you are suppose to kill Fetter at floor 1,3,5 and 7 and run to otherworldy vortex at the end. You should get 4 PERSONAL box from otherworldy that way and I think one more personal box from killing beastman kings at floor 7 (they are around Fetter there).
So thats 5 personal chests
At least 40 Izzat to open chests
Probably at least 40 single scales from killing trash around fetters if you take at least TH4 with you.
Small boxes are on avg around 13 scales?
So probably around 70-80 scales at least per person, maybe more if you have time to farm more.
Very good geared solo player on specific job like COR, can get more with luck, but it might be other bonuses from killing fetters and NMs that we might dont know about.
Went in as Pup/Whm. Killed 3 Fetters, champion NM on floor 7 after fetter, and a few other random mobs using automaton only.
Literally no drops + exit only gave me 5k gil.
I wonder if you need to take an action on the fetters or something yourself before you can get drops or credit for killing them.
No, you need to kill Fetter AND beastman mobs around it to get credit for personal box at the end and 10 Izzat. I assume you killed only Fetters.
Bahamut.Lexouritis said: »THF can pick the locks/chests in odyssey, in case no one mentioned, or knows about it yet. However some times mimic will pop out. Unsure how hard they are, as it opens with deathtrap, and his mule has sparks gear (and it got one shot). Credit goes to mischief
"Either gave a 'however it has no effect' message and consumed the tool, opened the chest, or a mimic popped out"
Awesome Map created by Pantafernando:
I made a quick map of Odyssey to make ease to hit the fluxes.
Etheral Junctions, Fetters and camps change apparently random.
EDIT: all maps have North heading the upper border.
Aegypius NM:
Bird
Popped using 5 Abyssdiver feathers
Uses Broadside Barrage and Damnation Dive
Uses Perfect Dodge at low HP and gains an Encumbrance aura that stays for the rest of the fight
Carbuncle.Papesse said: »Beware of the Treant NM Ptelea and its dangerous Leafstorm AoE. Leafstorm is hybrid wind based. It can crit, miss, be absorbed by shadows and Elemental Sforzo. One For All, Gelus Valiance and Baraero substantially reduce damage.
As far as getting these telepoints, mentioned on BGwiki's Odyssey page that you're supposed to be able to travel between to get to further levels of Odyssey, does anyone have any info on the requirements to gain access to these? Do you have to kill all of the fetters to go up a floor? Also, has anyone tried going in with a group of six and then disbanding and everyone using their own trusts to expediate the process of both killing enemies on every floor, taking care of all the fetters on a floor and then popping the nm's so that you might progress to these tele-points if those happened to be the requirements? I know some players might have found that they can farm higher amounts of the Lustreless Scales solo rather than teaming up but if you go in with 6 and then make you're own parties with trusts.. and there are multiple telepoints with up to say 15 sets of mobs and fetters then the possibility of having a high return still might be worth it.
Another thing i noticed maybe means nothing but i saw some pixels floating out of nowhere that seemed like a mobs name. Maybe a glitch? Or the others maps? Or a random mob?
I'm sure people regularly killing fluxes/beastmen already knew this, but AoEs that would have hit the untargettable/invisible beastmen will still generate enmity on them, so people should watch for that if they're sleepgaing or horde lullabying fodder.
We spawned an NM in today's run.
Brachys: Crab NM (PLD/MNK)
Had a pretty decent (25-30%) Counter rate. Bubble Curtain's Shell effect reduced enspell (RDM with Crocea Mors) dmg to 0 unless it was dispelled. Used Invincible at 25%. Easily landed enfeebles (Slow, Para, Blind, Frazzle, Distract) Pretty easy fight overall.
It was spawned using 10 Izzat after we killed Fetter + Beastmen mobs surrounding it.
Asura.Ladyofhonor said: »I have Moogle Mastery III, not sure what's doing it. Status report has:
Nostos killed: 306
Damysus: 2
Salmandra: 2
Cynara: 1
Chests: 3
Seems I ranked up when I killed an Agon Bruiser.
The augment system is “tiered”. I’m working on my alts Emeici +1.
Ranks 1-5 give +2 damage. Ranks 6-10 give +2 damage, +3 acc/macc. I assume ranks 11-15 give +2 damage, +3 acc/macc, +2 crit rate.
That’s a neat way to do it, it incentivizes the more expensive ranks.
Just had a bad solo experience... turns our not all popped NM's are soloable. Do not recommend popping the nm's for 10 izzat.
Got a cactus who would constantly triple attack and did 600 normal / 1200 crit per attack round. August got insta-KO then healer then myself within 7 seconds.
Recent Video by Brother Ejinn and Martel:
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