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The Odyssey - || Strategy and Discussion ||
Serveur: Asura
Game: FFXI
Posts: 11
By Asura.Darciee 2023-01-22 08:24:53
lex post above about fetter @ 1hr regardless of tp to me suggest they tried the tp drain method. went past the 1 minute timer with no fetters. and then saw them later at 75%
By SimonSes 2023-01-22 08:29:17
lex post above about fetter @ 1hr regardless of tp to me suggest they tried the tp drain method. went past the 1 minute timer with no fetters. and then saw them later at 75%
Im pretty sure they just reached 75% before 1 min and saw a fetter or broke first fetter and got 2nd right away at 75% before another minute passed. Mischief clearly said there is another fetter 1 min after you proc first. It's the same for V20 anyway, Bumba will go into fetter mode again if you proc the first one, the time between them is much longer than 1 min tho. It's probably ~2:30 at V20, same as time until first fetter mode.
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By Asura.Darciee 2023-01-22 08:30:50
Bahamut.Lexouritis said: »Want to state that when v25 Bumba 1 hours, he goes into instant fetter mode no matter if he has TP or not, irrelevant of fetter timers upon aggro :)
Still trying different things, probably used only about 30k segs on it so far
this makes it sound very different. if they got to 75% in under a minute while also keeping his tp low (otherwise the regardless of tp wouldnt of been mentioned) then i have mis-interpreted the info
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By SimonSes 2023-01-22 08:38:47
Bahamut.Lexouritis said: »Want to state that when v25 Bumba 1 hours, he goes into instant fetter mode no matter if he has TP or not, irrelevant of fetter timers upon aggro :)
Still trying different things, probably used only about 30k segs on it so far
this makes it sound very different. if they got to 75% in under a minute while also keeping his tp low (otherwise the regardless of tp wouldnt of been mentioned) then i have mis-interpreted the info
Isnt Bumba fetter mode outside of 1hr is also regardless of TP and it's time based? I know he needs to use TP move for fetters to actually spawn, but doesn't he is in the fetter mode before that? Otherwise it wouldn't be possible to proc it before it uses any tp move whihh I think isn't the case.
So basically:
Kalunga Roar(tp move condition) > Fetter mode > another TP move > fetter spawns
Bumba 1 min passed (time condition) > Fetter mode > another TP move > fetter spawns
If its not like that, then I had wrong info all this time.
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By Asura.Darciee 2023-01-22 09:13:24
Bahamut.Lexouritis said: »Want to state that when v25 Bumba 1 hours, he goes into instant fetter mode no matter if he has TP or not, irrelevant of fetter timers upon aggro :)
Still trying different things, probably used only about 30k segs on it so far
this makes it sound very different. if they got to 75% in under a minute while also keeping his tp low (otherwise the regardless of tp wouldnt of been mentioned) then i have mis-interpreted the info
Isnt Bumba fetter mode outside of 1hr is also regardless of TP and it's time based? I know he needs to use TP move for fetters to actually spawn, but doesn't he is in the fetter mode before that? Otherwise it wouldn't be possible to proc it before it uses any tp move whihh I think isn't the case.
So basically:
Kalunga Roar(tp move condition) > Fetter mode > another TP move > fetter spawns
Bumba 1 min passed (time condition) > Fetter mode > another TP move > fetter spawns
If its not like that, then I had wrong info all this time.
Him being in a procable state is partially irrelevant if your limiting his ability to put up fetters/use tp moves he can sit in it. The fact that the fetters appear @75% forcing you to take action and proc it is where steps are needed to them remove then fetters. but prior to this him being "procable" doesnt mean you see fetters/deno
Fair my wording couldve been alot better to highlight the concern over the fetters and not the "proc window opening"
By SimonSes 2023-01-22 09:56:04
Him being in a procable state is partially irrelevant if your limiting his ability to put up fetters/use tp moves he can sit in it. The fact that the fetters appear @75% forcing you to take action and proc it is where steps are needed to them remove then fetters. but prior to this him being "procable" doesnt mean you see fetters/deno
Fair my wording couldve been alot better to highlight the concern over the fetters and not the "proc window opening"
Fair enough, but with damage reduction that Mischief mentioned that start during fetter mode (which doesn't require fetters to actually spawn, just being in fetter mode) it would be completely impossible to outdamage regen from 2 adds being up anyway, so this strategy wont work anyway imo. It looks like you need to zerg it with extreme luck, or there is some mechanic to actually proc it out of damage reduction and fetters mode every 1 min. Knowing SE its gonna be something stupid like Warder of Courage.
Asura.Sechs
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By Asura.Sechs 2023-01-22 10:05:55
So, I remember reading here that landing Purulent Ooze on Mboze (at least V20) was quite easy if you had a RUN using 3x Earth runes Rayke.
I tried this today but it didn't work for me.
Pet Macc gear on my BST is close to BiS, missing Neck+2 only I think?
How can you even tell if Purulent Ooze landed at all? Do you just keep spamming until Rayke is up or what?
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By Asura.Darciee 2023-01-22 10:06:56
Him being in a procable state is partially irrelevant if your limiting his ability to put up fetters/use tp moves he can sit in it. The fact that the fetters appear @75% forcing you to take action and proc it is where steps are needed to them remove then fetters. but prior to this him being "procable" doesnt mean you see fetters/deno
Fair my wording couldve been alot better to highlight the concern over the fetters and not the "proc window opening"
Fair enough, but with damage reduction that Mischief mentioned that start during fetter mode (which doesn't require fetters to actually spawn, just being in fetter mode) it would be completely impossible to outdamage regen from 2 adds being up anyway, so this strategy wont work anyway imo. It looks like you need to zerg it with extreme luck, or there is some mechanic to actually proc it out of damage reduction and fetters mode every 1 min. Knowing SE its gonna be something stupid like Warder of Courage.
I don't get the point of the reply I'll be honest I'd stated that the theory craft surrounding the ki2 was back to the drawing board anyway so I had already acknowledge in my first posy ki2 wouldn't work for one reason or another.
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By SimonSes 2023-01-22 10:16:13
So, I remember reading here that landing Purulent Ooze on Mboze (at least V20) was quite easy if you had a RUN using 3x Earth runes Rayke.
I tried this today but it didn't work for me.
Pet Macc gear on my BST is close to BiS, missing Neck+2 only I think?
How can you even tell if Purulent Ooze landed at all? Do you just keep spamming until Rayke is up or what?
Damage it, so it goes to 99%HP. If you see it goes back to 100%HP, then you know it landed. It can also goes back to 100%HP with Heaven's Grace, so you would need to know it's not that.
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By Asura.Darciee 2023-01-22 10:17:29
So, I remember reading here that landing Purulent Ooze on Mboze (at least V20) was quite easy if you had a RUN using 3x Earth runes Rayke.
I tried this today but it didn't work for me.
Pet Macc gear on my BST is close to BiS, missing Neck+2 only I think?
How can you even tell if Purulent Ooze landed at all? Do you just keep spamming until Rayke is up or what?
V20 ooze could land no run if bst used run wild. You don't "know" it's landed initially. This is only seen a minute or two later I can't remember the exact time (think it's once the - att effect wears if landed which is roughly 70secs). Usually after you've died and rr'd back up (if no run) . On v20 if unlucky the ooze took a couple of attempts also iirc it was unda a run would use if had one as the ooze is water based.
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Asura.Hya
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By Asura.Hya 2023-01-22 12:09:59
So, I remember reading here that landing Purulent Ooze on Mboze (at least V20) was quite easy if you had a RUN using 3x Earth runes Rayke.
I tried this today but it didn't work for me.
Pet Macc gear on my BST is close to BiS, missing Neck+2 only I think?
How can you even tell if Purulent Ooze landed at all? Do you just keep spamming until Rayke is up or what? I have not landed, nor attempted to land Purulent Ooze on Mboze, but it should be doable. Where you are going wrong is the Earth Runes. Purulent Ooze is Water-based, therefore you want to reduce Mboze's Water Resistance ranks in order to land it more easily. You will know when you are successful if you are using the addon that shows mob's HP percentages. Once you hit Mboze once, its HP will fall to 99%. When Purulent Ooze lands, its HP will flash up to 100% again, then drop back down to 99% when it is hit once more. This is how you will know you have been successful. You can now wipe and afk. After a short period of time, the debuff wears off Mboze and its HP will drop to 89%.
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Asura.Sechs
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By Asura.Sechs 2023-01-22 12:13:13
Is it Tellus x3 or Unda x3 Rayke then? Big difference there.
We used Tellus!
I was engaged to proc Tandem Strike, did not use Run Wild though.
The Macc bonus from Run Wild is unconfirmed but since me and the pet are gonna die regardless, might as well use it, right?
Asura.Hya
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By Asura.Hya 2023-01-22 12:29:54
Is it Tellus x3 or Unda x3 Rayke then? Big difference there.
We used Tellus!
I was engaged to proc Tandem Strike, did not use Run Wild though.
The Macc bonus from Run Wild is unconfirmed but since me and the pet are gonna die regardless, might as well use it, right? I don't know ***about RUN. It's whatever deals Water damage/lowers Water Resistance ranks. Unda, I assume? There's no reason not to use Run Wild or Tandem Strike/Blow regardless of your intention to die or not. Just be careful with TP feed, as most TP moves from Mboze will btfo your pet (and probably you depending on which TP move and how many targets are in range).
Asura.Sechs
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By Asura.Sechs 2023-01-22 13:29:52
Yeah Unda x3 Rayke did the magic, landed 1/1.
Now I wonder if this approach would work on V25 Mboze too? Probably not, right?
Asura.Hya
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By Asura.Hya 2023-01-22 13:38:15
Yeah Unda x3 Rayke did the magic, landed 1/1.
Now I wonder if this approach would work on V25 Mboze too? Probably not, right? I don't see any reason why it would not land. I have landed Purulent Ooze on V25 Kalunga without any outside help. I have seen Purulent Ooze land on V25 Xevioso with Rayke. I imagine it's just as easy to land on V25 Mboze as it is V20.
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By SimonSes 2023-01-22 14:10:04
I think you could have problem landing it on Ngai and Ongo and it should be easiest on Kalunga. Xevioso, Arebati and Mboze should be neutral.
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By Asura.Iamaman 2023-01-22 14:41:34
We landed it on Mboze v25, I do not recall what runes were used though or how many attempts it took (I didn't actually see it land, someone else did). I used both Run Wild and Unleash, my pet macc set was mostly just Nyame, I engaged it for Tandem, and used pet macc food.
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By Asura.Pergatory 2023-01-30 16:11:35
Finally downed Ongo after way too many tries, using RUN BRD COR GEO SCH BLM. Most failures caused by absolutely horrible roll/RD/WC/aura luck. Like seriously how many times can a COR roll a 6 on Tact Roll? The answer is: a lot. After so much pain I decided to post our experience to help folks in the future. We followed the standard strat so I'll leave some of the obvious stuff out like skillchains, the finer points for us was how best to pace the fight.
The flow that ended up working best for us was to use just Gambit+Rayke for the first 25%. Besides helix, it was entirely the BLM nuking throughout the entire fight, although SCH/GEO would sometimes throw in a random Stone V at the very tail end of the skillchain so as not to wall the BLM. No Random Deal. Wait for stratagems if needed, or even just do Ruinator>WF for a 2-step to fill time. Our BRD would open with SV songs before pull (SV at around 14m remaining), then Nitro and re-sing as SV was about to wear (including re-singing Threnody), so we found that moving slowly during this first phase wasn't a problem and in fact helped the flow of things a bit by letting the BRD be more ready for the add.
As add is coming out, GEO changes from Indi-INT to Indi-Barrier just until the BRD can get the add under control and take it away downstairs. SCH begins Tabula buffs, often resulting in drawing the add a bit hence the Barrier because if they die here it's game over. It's important to do this while the BRD is still there though, so they get the Regen+Embrava.
Once the add is well and away, GEO Bolsters and SCH starts SCs back up. Starting at 50% everyone needs to make sure they're at 20+ range in case of Static Prison. RUN does Gambit+Rayke when they're up again, which won't be right away but Bolster will still be up. Should be enough to hit 40% or very close to it. Random Deal can happen anytime after the second Gambit+Rayke get applied, but ultimately it should be up to the SCH to call for RD to help manage stratagems.
When 2nd add pops the BRD comes back up, everyone except RUN goes down the stairs to kinda meet the BRD halfway, wait until both adds are next to them, SCH Capers the BRD and off they go again. If RD hasn't already been used, use it now to get Gambit+Rayke up. Then everyone gets back into position, again make sure you're 20+ away to avoid Static Prison.
GEO puts down BoG bubble, Gambit + Subtle Sorcery right away. Once Subtle Sorcery ends, use Rayke. Wildcard can come anytime after that, again at SCH's discretion. RUN use Odyllic Subterfuge when folks move in for WC so they don't get flattened by an untimely TP move. The rest is just adapting to what gets reset and doesn't. Keep the Gambits and Raykes flowing as much as possible, SCH calls for another RD when they need strats (assuming Rayke is on cooldown) and a second Subtle Sorcery is just absolute pure gold. At least we assume it would be, we never got one.
RUN needs to be conscious of what abilities they have on cooldown for Random Deal. I did not use Valiance/Vallation/etc. Definitely did not use One For All and in fact did not use Phalanx either, as both could result in Ongo hitting for 0 and I want that juicy TP from getting hit. The one exception is after the first RD you don't have to worry about cooldowns because WC is next. After WC you gotta be careful again.
On our winning run we had about 90 seconds left at the end, and literally used our last RD at like 1% just to get a couple more stratagems and finish it off. Parser said we'd done around 3.6m damage, and it's believed that these things have 3.2m HP so he only regen about 400k HP total. We've had parses of over 5m on some other T3s due to heavy regen during the last 40%. This is the reason for why we shift almost everything into the last 40% and push that phase as fast as we can, to minimize that regen and reduce the overall damage we have to deal to kill it. In fact we even tried saving Bolster for the last phase as well, but we found that BoG + one Gambit/Rayke cycle just wasn't quite enough to get from 75% to 39% in a reasonable amount of time so we swapped the two.
Hope that helps! Happy bird hunting!
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By Asura.Volteczero 2023-01-30 22:41:25
Just got the Ongo kill as well, the above is almost exactly what we did, except we did Bolster/Subtle at 75% after sforzo is off. We didn't get Wild Card 1h reset, but got lucky with aura, got magic evasion down at 75% and attack down at 40%.
On our winning run, Ongo was casting T6 thunder or something long, was able to bring him down to 33% before it sforzo. Killed with around 3 min left. It was earthday
Asura.Baeron
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By Asura.Baeron 2023-01-30 23:28:01
One more thing I want to add on to Pergatory's post for our strat is that for skillchains, we used the standard 4-step while tabula wasn't up, but when it was, we did non-stop skillchaining by doing a scission followed by gravitation and the RUN and COR would continue it into a 6-step. There was never any need to wait - the SCH would start the next scission the moment the SC window closed and the RUN and COR would have plenty of TP by the time it was needed. This is also the time to re-roll Tactician's, especially if the first roll wasn't great. Getting a 5 or 11 for the last 40% is incredibly important - the only thing that affects damage more than being able to skillchain quickly is getting a MAB or Macc down aura.
Also, our win was on Firesday, so ~11.5 total minutes of fighting with neither a damage bonus nor a nerf due to day.
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By Ruaumoko 2023-01-31 04:22:52
Mboze downed using a similar strategy to what's been previously posted, but with a few alterations.
Use two KI for this fight.
Cannot see how this can be done with one.
Team 1: PLD RDM GEO SMN BLU SAM
~ Goal is to get Mboze to 74% to force the Snapweed to be there for the 2nd team. Reaving Wind, Feather Tickle and Mewling to suppress TP. Indi-Focus if consistent resists are occuring but keep a powered up Geo-Fury on the SAM. SAM stands at maximum melee distance to avoid getting hit and feeding Mboze more TP.
Team 2: RUN WHM BRD COR BST WAR
~ We played around with various jobs in what ended up being the RUN's slot. RUN ended up being the best by far.
~ WAR is the 'main' tank for Mboze. Maintain enmity through WS damage alone.
~ WHM needs to keep Mboze silenced and keep an eye on Auspice's timer.
~ BRD and COR fairly straightforward.
Honor / Minuet / Minuet / Minuet / Herculean Etude
Crooked Chaos / Samurai
~ Let the WAR have the first few WS before starting on Mboze, let them get enmity established.
~ BST uses a Vermin for Killer Instinct then keeps Leech alive for TP draining until Killer Instinct needs re-applying. Call out when a Pet swap is happening so all TP feed to Mboze stops. Also turn away from the Snapweeds during this phase so a badly timed AoE Paralyze doesn't eat Call Beast's timer, that's a guaranteed loss if you have no more resets.
~ RUN has a lot going on here. RUN is holding the Snapweed/s in place to be used as TP batteries. They have a very fine line to walk in this fight as they need to remain 2nd, if not 3rd on Mboze's enmity list while being atop the enmity list for the two Snapweeds.
~ Angle the Snapweeds away from the BRD and COR. Nepenthic Plunge and Infaunal Flop are conal attacks and the most dangerous the Snapweeds have. If only the RUN is getting hit with them they become a lot more manageable.
~ Use a PDT/Inquartata build to tank the Snapweeds.
~ Recommend taking all Enmity+ out of Valiance especially so you don't accidentally get Mboze on yourself, causing you to lose the Snapweeds and it's all downhill from there.
~ Alternate between Dimidation and Spinning Slash to add DPS. Both hit surprisingly hard (25-30k) at high TP. Do not be tempted to use Resolution, it will feed far too much TP since it is a multi-hit WS.
It's been mentioned before I'm sure but Mboze is surprisingly quick to drop from 75% to 40%, even from 40% to 25%. When you reach 25% be very careful and pace your damage as to not make Mboze cross the 1000% TP threshold. If that means waiting 15 or so seconds for another Leech drain, do it. If you have 6:00+ left and Mboze is below 25% you have time on your side.
By zixxer 2023-01-31 04:53:56
Like seriously how many times can a COR roll a 6 on Tact Roll? The answer is: a lot.
My teammates dubbed me a new nickname due to this. "SIXXER"...
Bahamut.Suph
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By Bahamut.Suph 2023-01-31 06:15:02
Like seriously how many times can a COR roll a 6 on Tact Roll? The answer is: a lot.
My teammates dubbed me a new nickname due to this. "SIXXER"...
[+]
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By Bahamut.Justthetip 2023-02-01 05:19:16
Mboze downed using a similar strategy to what's been previously posted, but with a few alterations.
Use two KI for this fight.
Cannot see how this can be done with one.
Team 1: PLD RDM GEO SMN BLU SAM
~ Goal is to get Mboze to 74% to force the Snapweed to be there for the 2nd team. Reaving Wind, Feather Tickle and Mewling to suppress TP. Indi-Focus if consistent resists are occuring but keep a powered up Geo-Fury on the SAM. SAM stands at maximum melee distance to avoid getting hit and feeding Mboze more TP.
Team 2: RUN WHM BRD COR BST WAR
~ We played around with various jobs in what ended up being the RUN's slot. RUN ended up being the best by far.
~ WAR is the 'main' tank for Mboze. Maintain enmity through WS damage alone.
~ WHM needs to keep Mboze silenced and keep an eye on Auspice's timer.
~ BRD and COR fairly straightforward.
Honor / Minuet / Minuet / Minuet / Herculean Etude
Crooked Chaos / Samurai
~ Let the WAR have the first few WS before starting on Mboze, let them get enmity established.
~ BST uses a Vermin for Killer Instinct then keeps Leech alive for TP draining until Killer Instinct needs re-applying. Call out when a Pet swap is happening so all TP feed to Mboze stops. Also turn away from the Snapweeds during this phase so a badly timed AoE Paralyze doesn't eat Call Beast's timer, that's a guaranteed loss if you have no more resets.
~ RUN has a lot going on here. RUN is holding the Snapweed/s in place to be used as TP batteries. They have a very fine line to walk in this fight as they need to remain 2nd, if not 3rd on Mboze's enmity list while being atop the enmity list for the two Snapweeds.
~ Angle the Snapweeds away from the BRD and COR. Nepenthic Plunge and Infaunal Flop are conal attacks and the most dangerous the Snapweeds have. If only the RUN is getting hit with them they become a lot more manageable.
~ Use a PDT/Inquartata build to tank the Snapweeds.
~ Recommend taking all Enmity+ out of Valiance especially so you don't accidentally get Mboze on yourself, causing you to lose the Snapweeds and it's all downhill from there.
~ Alternate between Dimidation and Spinning Slash to add DPS. Both hit surprisingly hard (25-30k) at high TP. Do not be tempted to use Resolution, it will feed far too much TP since it is a multi-hit WS.
It's been mentioned before I'm sure but Mboze is surprisingly quick to drop from 75% to 40%, even from 40% to 25%. When you reach 25% be very careful and pace your damage as to not make Mboze cross the 1000% TP threshold. If that means waiting 15 or so seconds for another Leech drain, do it. If you have 6:00+ left and Mboze is below 25% you have time on your side. Could switch the war for a drk for sure on the second fight that way soul Enslavement and torcleaver should work wonders on it. I'd imagine the war is there to help with provoke also right? I'm glad to see war can replace drk like I was speaking on early in a v20 clear. Edit: nvm the soul Enslavement maybe down before of first fight my bad.
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By SimonSes 2023-02-01 08:21:42
Bahamut.Justthetip said: »Could switch the war for a drk for sure on the second fight that way soul Enslavement and torcleaver should work wonders on it. I'd imagine the war is there to help with provoke also right? I'm glad to see war can replace drk like I was speaking on early in a v20 clear. Edit: nvm the soul Enslavement maybe down before of first fight my bad.
DRK is much better simply because COR and BRD want to use Savage, so WAR using Savage too is pretty terrible. WAR would need to use Mistral axe or something, which isn't ideal.
Asura.Hya
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By Asura.Hya 2023-02-01 08:29:20
Bahamut.Justthetip said: »Could switch the war for a drk for sure on the second fight that way soul Enslavement and torcleaver should work wonders on it. I'd imagine the war is there to help with provoke also right? I'm glad to see war can replace drk like I was speaking on early in a v20 clear. Edit: nvm the soul Enslavement maybe down before of first fight my bad.
WAR is much better simply because COR and BRD want to use Savage, so WAR using Warcry helps both of them. WAR would need to use Mistral axe or something, which is absolutely viable.
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By Asura.Clintbeastwood 2023-02-01 09:37:49
Bahamut.Justthetip said: »Could switch the war for a drk for sure on the second fight that way soul Enslavement and torcleaver should work wonders on it. I'd imagine the war is there to help with provoke also right? I'm glad to see war can replace drk like I was speaking on early in a v20 clear. Edit: nvm the soul Enslavement maybe down before of first fight my bad.
We did Redemption DRK on KI 1 and I went Farsha WAR on KI 2, so no Savage Blade competition with BRD or COR . Calamity and Mistral were both doing 25-30k, but primarily used Calamity until dmg fell off, tossed in a few Mistrals then back to Calamity. Was using Miso Ramen +1 for the extra DEF and dmg still wasn't an issue.
From the WAR POV, (and I'm sure it's been posted already, haven't kept up with the entire thread, sorry) opened with just Warcry, RD, Berserk > Tomahawk > Restraint > Retaliation > Warcry, waited until after 40% for 2nd Mboze Invincible and add pop, Warcry is up by then so popped it + MS/BR, Wild Card, Warcry only again, RD, then should have your 5th Warcry up if RD didn't miss. Pop whatever you got left in the tank to finish the fight.
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By Asura.Asalith 2023-02-01 09:46:02
Bahamut.Justthetip said: »Could switch the war for a drk for sure on the second fight that way soul Enslavement and torcleaver should work wonders on it. I'd imagine the war is there to help with provoke also right? I'm glad to see war can replace drk like I was speaking on early in a v20 clear. Edit: nvm the soul Enslavement maybe down before of first fight my bad.
DRK is much better simply because COR and BRD want to use Savage, so WAR using Savage too is pretty terrible. WAR would need to use Mistral axe or something, which isn't ideal.
I was the WAR on the clear that Ruau posted above, WAR is a lot better than DRK on 2nd stage IMO.
Mistrals and Calamitys were hitting 35-40k each not including MS, there was no issue at all with damage. Warcry helps BRD/COR/RUN (don't underestimate RUN damage on this) and you can get off up to 6 in a single fight. Only thing I'd add is WAR does need to have a highly ranked up Ikenga's Axe.
Using this strat DRK loses a lot of their dmg potential as they can't white dmg Mboze. Also, DRK is really strong for the first KI and I think it's better suited on that (we ended up using SAM on our clear but that was due to job combos)
You do lose soul enslavement under 25% which does suck a little but you still have Unleash and as long as people are WSing appropriately around TP Drainkiss under 25% (everyone spamming WS at 1k will get you all killed) then there should be no issue.
Edit: One thing I forgot to mention is Tomahawk, this increases damage a lot.
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By Asura.Clintbeastwood 2023-02-01 10:03:44
Mistrals and Calamitys were hitting 35-40k
Just curious, did you switch up your WS sets for this fight or just use your normal WS sets?
I kept capped DT and +23 SB1 in both my TP and WS sets, so wasn't WSing as hard as I could have. I did see high 35-40k's during zerk/warcry/tomahawk/killer instinct windows, but my average was much lower when buffs were down, probably 28k-ish if I had to guess.
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By Asura.Asalith 2023-02-01 10:14:37
Asura.Clintbeastwood said: »Mistrals and Calamitys were hitting 35-40k
Just curious, did you switch up your WS sets for this fight or just use your normal WS sets?
I kept capped DT and +23 SB1 in both my TP and WS sets, so wasn't WSing as hard as I could have. I did see high 35-40k's during zerk/warcry/tomahawk/killer instinct windows, but my average was much lower when buffs were down, probably 28k-ish if I had to guess.
Set was fairly standard but I was using popos, full timing berserk/restraint and not using defender. With hindsight, I probably should have chucked in more SB under 25%.
sets.precast.WS['Calamity'] = {ammo="Knobkierrie",
head={ name="Agoge Mask +3", augments={'Enhances "Savagery" effect',}},
body="Nyame Mail",
hands="Boii Mufflers +3",
legs="Boii Cuisses +3",
feet="Nyame Sollerets",
neck={ name="War. Beads +2", augments={'Path: A',}},
waist={ name="Sailfi Belt +1", augments={'Path: A',}},
left_ear="Moonshade Earring",
right_ear="Thrud Earring",
left_ring="Epaminondas's Ring",
right_ring="Sroda Ring",
back={ name="Cichol's Mantle", augments={'STR+20','Accuracy+20 Attack+20','STR+10','Weapon skill damage +10%','Phys. dmg. taken-10%',}},
}
I was also alternating every WS, probably didn't need to but they weren't too far apart in dmg so I didn't see why not
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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