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Oathsworn Blade Master Trial - Cleared
By Mavii 2025-01-28 12:42:27
are the advanced lua users in the room with us right now
By Ovalidal 2025-02-01 08:43:33
I’ve learned some interesting things that may be relevant to the “intended strat” BigT was talking about for Oathsworn Blade and perhaps Wing of War. After having conversations with several players who have experience clearing the older RoV master trials, certain things sound strangely familiar. Quick disclaimer, all of the info I’m sharing is info that has either publicly been stated or I’ve gotten permission to share. There are a couple things I would have added about the mechanics, but a couple of groups in prog want to test some things before giving any permission to share.
Crystal Paradise
There are a lot of similarities between the structure and mechanics in CP and BW. This may be a trend throughout all the VR master trials too. Here's a link to the other post with more details on the similarities between CP and BW:
https://www.ffxiah.com/forum/topic/57849/wing-of-war-master-trial/#3731635
If the VR master trials are tweaking the RoV encounter structures and mechanics, Oathsworn Blade doesn’t at all seem similar to Unafraid of the Dark. That is until I talked to Mischief about his experience in UotD prog.
In UotD, there are 3 adds and a big boss. Each of the adds have an aura that can only be removed by dealing a prerequisite amount of physical damage. And each add required only one of the three damage types to deal with the aura (blunt, piercing, slashing). Also, dealing enough of the adds damage keeps the add from using it’s second SP. According to Mischief, just dealing consistent damage without getting everyone killed was a challenge upon release, so many of the early clears had to deal with the adds second SPs.
It may not be a coincidence that OB has 7 adds, each corresponding to an element. The fight structure is similar, a plethora of adds that must be dealt with one at a time (this appears to be true at the time of release for UotD). Given the similar structure, the mechanic may be similar too. Rather than physical damage types, it’s probably an element. BigT mentioned that Teodor's endoom was 30s, so it appears that by the time a group gets to him, they already had to have dealt with the aura, or else, know exactly what to do once he spawns. If all the adds auras are dealt with in the same way, this lines up with what he said. Furthermore, someone in BigT’s group has talked about a special animation happening around August that reminds players of the element of the Naakual. He mentioned that he doesn’t know why they would add an animation unless it was a relevant reminder to the encounter’s mechanic. This may be a similar situation to UotD though, where doing the mechanic properly could be as big a challenge as dealing with it the way BigT’s group did, I can’t say.
If the mechanic is a modified version of UotD, then perhaps using enough of the right elemental magic type would remove the aura. I can’t imagine what type of party comp would be capable of both, doing the mechanic and do the numbers, but I’m also not a serious player. Here is Mischief’s old write up on UotD in you’re interested:
http://pastebin.com/9XW0g0uG
Wing of War
Finally, it doesn’t take a genius to see that the encounter structure is very similar between Sealed Fate and Wing of War. I’ll post a bit more on this in the WoW thread, but if the structure between these fights is the same, perhaps the main mechanic in WoW is a modified version of SF.
I just wanted to get this info out to actual players who know the game far better than I. What do you think?
Necro Bump Detected!
[47 days between previous and next post]
By Ovalidal 2025-03-20 11:17:59
Shonuts from Xolla's group just posted the world second clear:
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By Asura.Evilddstroyer 2025-03-20 12:53:28
USA did it first .
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By Cerberus.Shadowmeld 2025-03-20 12:55:21
Technically at least 1 brit in that first group... :P
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Bahamut.Senaki
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By Bahamut.Senaki 2025-03-20 13:07:20
Cerberus.Shadowmeld said: »Technically at least 1 brit in that first group... :P
Could we make the claim that ‘English Speakers’ did it first?
By RadialArcana 2025-03-20 13:24:12
【FF11】盟約の剣【マスタートライアル】
Video from Xolla 11 channel.
Asura.Eiryl
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By Asura.Eiryl 2025-03-20 13:36:58
10,000 leaden salutes.
Edit;Only 1 single sack to Teodor's fantastical unavoidable incurable doom. Just bind (maybe grav2 not 100% sure) and sleep.
(Fast forwarding missed the death/raise)
60 minute summary.
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By buttplug 2025-03-20 13:58:55
I don't understand any Japanese besides Moshi Moshi
Thank god google can translate screenshots now
JP onry
Bahamut.Senaki
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By Bahamut.Senaki 2025-03-20 13:59:58
10,000 leaden salutes.
Not a single sack to Teodor's fantastical unavoidable incurable doom. Just bind (maybe grav2 not 100% sure) and sleep.
60 minute summary.
Tyvm 4 TL:DR
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By Ovalidal 2025-03-20 14:06:47
10,000 leaden salutes.
Edit;Only 1 single sack to Teodor's fantastical unavoidable incurable doom. Just bind (maybe grav2 not 100% sure) and sleep.
(Fast forwarding missed the death/raise)
60 minute summary.
This isn't exactly true. The took a different party comp, they also discovered a mechanic that keeps August from doing certain things.
Asura.Shiraj
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By Asura.Shiraj 2025-03-20 14:11:39
Really happy a 2nd clear came through and using another strat, that is some awesome work on their end to be a bit more creative. Well deserved clear man. I know they worked so hard for that. I wish Xolla never blocked me when I asked to team up though :( we could've tried to figure random mechs out
Asura.Eiryl
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By Asura.Eiryl 2025-03-20 14:12:43
They frogged him to let them melee. So there's no dispel for the first phase.
The strat that everyone should use on everything. (where applicable, of course)
Not really finding a mechanic. Just exploiting gravity.
Asura.Shiraj
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By Asura.Shiraj 2025-03-20 14:24:53
We tried a kite mech to allow for Melee, but it was odd, Null field was hitting me from over 27" away and he was a fast boi constantly moving. Was just not sure it was working tbh. I wonder how they did it, will need to watch their video as a whole and have someone translate it. The only time I've ever seen August just stand there like that was a bug I found where it caused an add to despawn and keep August regening despite no add out. So much about this fight that confuses me man.
Edit: when I tried this setup, we tried pure melee setup with RDM gravity 2 + GEO indi grav. He was then similar speed to Aita non-stop teleporting after using Null field. Perhaps it's something to do with dark damage buildup?
Asura.Eiryl
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By Asura.Eiryl 2025-03-20 14:38:53
From what I understood, you had to take august to 90 then from 100 to 80 then from 100 to 70 then from 100 to 60 etc to get each naakul to spawn..
They frogged him down to like 50% so 5/6 naakuls chain spawned without having to stop in between each one.
You could argue that's "finding a mechanic" if that's what they did.
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By Asura.Nefertarii 2025-03-20 14:42:50
I wish I could read their captions. Can anyone read kanji well enough to maybe translate it for us?
By Ovalidal 2025-03-20 14:56:25
I wish I could read their captions. Can anyone read kanji well enough to maybe translate it for us?
Apparently, there's some gimmick to keep August from using TP moves (Null Field included). I don't know if it was a weird strat thing, or an actual mechanic though. I reached out to someone who's been doing a lot of translating for projects I'm working on. Hopefully, they can clarify some things unless someone else can translate before they do.
Asura.Eiryl
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By Asura.Eiryl 2025-03-20 15:01:17
It's possible that when he reaches 90% he stops trying to ws and summon a nakuul, but can't because of the frog strat.
That's my best guess. So they zerged it down as far as they could until sab grav wore off. Skipping many phases.
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Asura.Vyre
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By Asura.Vyre 2025-03-20 15:06:23
I would posit from the excessive amount of darkness based weaponskills that instances of darkness damage lower his TP like water does to Dahaks maybe?
Asura.Eiryl
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By Asura.Eiryl 2025-03-20 15:22:50
They fed tp, he used nullfield, he cast holy 2, then just took the asswhoopin to 50% with no actions
Can't use the same ws twice in a row so his AI gave up? He should have had ample tp between nullfield and first leaden.
After gravity wore, he had 3k tp, ran to the RUN and didn't ws. He could only call the first nakuul. So he's locked out of actions when in summon mode. and can't summon out of range. he got stunlocked.
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By Asura.Nefertarii 2025-03-20 15:32:37
you need both bolster and saboteur to get him this slow.
By Ovalidal 2025-03-20 15:33:32
So, translating the captions, it sounds like Xolla says they messed up a gimmick which is why August used Null Field. It sounds like you can avoid Null Field altogether.
Whatever "state" the gimmick put him in, it kept him from summoning naakuals, delaying the 99% dt and regen.
Again, this info is from our friend G-Translate, so who knows.
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By Cerberus.Shadowmeld 2025-03-20 15:43:30
August... the macro test dummy we deserved.... :D
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Shiva.Thorny
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By Shiva.Thorny 2025-03-20 16:11:13
If there's a gimmick, it's a relatively simple one. He wants to do a move, tank is out of range, so he can't do move. As soon as he gets in range at 6:30 in the video, he summons the Cehuetzi.
Alicecat, their RDM, successfully sleeps him immediately after, first try(maybe uses Stymie? I see a JA animation). She throws bind, gravity, etc.. before sleep wears so that she can reapply it while they kill naakuals. Doesn't seem like there's anything going on besides basic crowd control spells; he can't move so he can't get back in range to do anything.
This should have been obvious if a kiting melee strategy was tried earlier. Something that was ruled out as impossible on page 1 of the first thread..
By Bambusal 2025-03-20 16:32:45
I can read Japanese so let me share with everyone what the video says. I won't do a literal translation of everything because it's a 1 hour video, but I will try to not miss anything.
Comp: RUN COR COR COR RDM GEO
They prebuff outside but don't bring a BRD, so they only have songs for 10 minutes.
At the start, they go full macc (Focus/Languor) so that the RDM can land debuffs: Frazzle Distract Gravity Sleep
RDM uses Elemental Seal and one COR RDs to get it back.
First Phase
There is a way to get August to not use TP moves, but they are not sure what the reason is. They have 3 theories: 1) Something to do with him being in the middle of casting 2) Enmity target being outside his normal auto attack range 3) While August is moving in the middle, he loses sight of the enmity target as his tp goes beyond 1k. They aren't sure what causes it, but it might be a combination of all conditions.
It seems that he gets locked in the auto attack mode but can never do it because the target is too far.
If they fail, August will either use magic or Null Field. If this happens, let him use magic and create distance again while he has his bow out.
In order to maintain August in the middle and keep this going, they use ES Gravity 2 + Geo-Gravity (BoG + Ecliptic Attrition).
RUN keeps running and CORs + RDM bring his HP down with Leaden and Sanguine Blade.
This way the Naakuals don't spawn, but August can't die as they will eventualy deal 0 dmg. They do this to bring his HP down as much as possible.
While the RUN is running, rolls are: Wizards Miser Warlock Samurai Tactician Fighter; GEO does Indi-Malaise, Geo-Gravity and Entust-Accumen.
Naakual Phase
At 6:30 the first Naakual spawns as gravity falls off. They use Sleep 1 (he emphasizes that 1 instead of 2 is of importance).
RUN runs to the opposite corner.
Lion
In the lion's case, they sleep him with Stymie. RUN does NOT get enmity on the lion. Because of this, the only one affected by the aura is the RDM and no one else. RUN uses Rayke without being affected by the paralysis aura. (Edit: since there might be some confusion about this part, I will translate this section more literaly: "In Cehuetzi case, once he is in position, we put him to sleep with Stymie-Sleep. During this time, the Rune Fencer will not get hate on Cehuetzi. When Stymie-Sleep lands, Cehuetzi's Aura will temporarily act only on the Red Mage due to the enmity it has generated. Thanks to this, it becomes possible for the Rune Fencer to use Rayke with 3 dark runes at the beginning of the fight without getting paralyzed.")
They use Leaden to kill the Lion. They don't go into melee range anymore.
RDM uses Sleep 2 on August.
After Rayke wears off, they switch to Wildfire.
Naakuals pop based on August's HP, so they bring him down as much as possible to chain spawn them.
Bird
They use RD before engaging the bird. They get close after Static Prison is used (don't know if this is the same name in english. Japanese: スタティックプリズン). Distract and Frazzle seem to land with just rolls.
After songs wear off, they switch from Fighter to Hunter.
After Rayke wears off, they do the same as before with RD. They have all used RD, so they will go for WC. Gambit can be used here.
When August wakes up, sleep him again. Since August doesn't get close to the RUN again, he can't use Daybreak or No Quarter. Refresh gravity while he is asleep.
Dino
Gabbrath is tough. Distract doesn't land. They were lucky he popped in the first half of the Naakuals as later would have given them ACC problems.
Keep sleeping August. They messed up here. They wanted to use ES Sleep 1 but used 2 instead. Not a fatal mistake.
Bee
Because of the blink, it can be hard to land Frazzle/Distract. Bee has a blink, but it's not infinite. It takes several seconds to come back after all shadows are consumed. They use this time to debuff the Bee. Keep ACC buffs (they are using Indi-Precision here). When Distract lands, switch to Languor and use the same method to land Frazzle (while they don't say it explicitly, they are using Geo-Torpor before Distract lands, and switch to Geo-Malaise after both debuffs land). Strat same as Gabbrath in general. They were lucky again for the bee to spawn early, as ACC can be an issue if it spawns later.
Tree
Tree takes full dmg from Leaden even without Rayke. Tree is dangerous if you get close, so they don't get close. Cursna and Holy Waters for Timber. They only use Gambit and not Rayke.
August 2
August wakes up. After the 5th Naakual, it's ok to use Sleep 2 directly. Because he was asleep during the Naakuals the No Quarter ability will be used depending on something to do with the tree (Edit: Shiraj cleared this up. They mean that the timer for No Quarter will now be based on the tree).
August has regened while fighting the Naakuals as expected. They've never had a run where they were able to chain spawn all six. Need to be quick or his regen will make it so even the 5th one doesn't spawn.
They debuff him after Daybreak as it has an erase effect. When No Quarter time comes, they start the marathon again. When No Quarter is missed/fails to go off (I assume from the running) they get him to a corner and keep damaging him.
6th Naakual
After the 6th Naakual spawns, they sleep August with ES + Saboteur Sleep 2. Shark is resistant to dark, so they make an SC with Wildfire to land Frazzle. After, they use Rayke and Leaden. Use RD after Mayhem.
If the Geo has Bolster again, use Cutting Cards on yourself (the COR). If Bolster isn't up, use it on the Geo. As before, debuff after Daybreak. When No Quarter is going to be used, start running again and make him miss/fail to use it again.
They will have to wait anyway for Teodor's aura, so it's ok to use cooldowns like Gambit or Triple Shot.
Teodor
Teodor spawns at the same place the last Naakuals dies. Separate them both. Teodor has en-doom aura/auto attacks. Geo uses flash to get him and sacrifices himself. While Geo dies, they sleep him with sleep 1. If WC got Stymie off cooldown, use it on the sleep 1. If not, use Saboteur + ES (they got the Stymie in this attempt). Before he wakes up, they refresh Saboteru sleep 1 and then extend it with ES Sleep 2.
Redo rolls in the 6 and a half minutes it takes for the aura to go down. Aura won't go down until he uses Hemocladis, so after he wakes up, the Geo tags him again.
They start fighting Teodor.
They use Rayke with Ice runes to get Distract to land. They landed Frazzle while he was asleep. His dark resistance goes up after the aura goes down, so it's important to land it beforehand. He is resistant to dark damage, so they use Wildfire.
Use RD after Gambit wears off.
August 3
After killing Teodor, August will use No Quarter twice. They think it is based on % HP, but they aren't sure. Since they can't see August's HP, they can't know exactly when it's coming.
The marathon strategy doesn't work anymore, so raise the tank, have him use all abilities necessary to get hate back, and use WC to get them back off cooldown.
Use Gambit every time it wears off.
Victory!
Asura.Shiraj
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By Asura.Shiraj 2025-03-20 16:54:48
In the lion's case, they sleep him with Stymie. RUN does NOT get enmity on the lion. Because of this, the only one affected by the aura is the RDM and no one else. I am curious on this because we lost a few runs to Paralyze aura blocking me from ever flashing the Lion as it popped, it's like his aura spawned onto me. I wonder what caused theres to not be on the RUN?
Bee has a blink, but it's not infinite. It takes several seconds to come back This would make sense if it's a regnerative blink, it certainly felt like it was random to shoot through as well as never ending until it died/aura came off. August wakes up. After the 5th sleep, it's ok to use Sleep 2 directly. Because he was asleep during the Naakuals the No Quarter ability will be used depending on something to do with the tree (I have no idea what this means as I'm not too familiar with the fight). This is to do with the No quarter mechanic. If a naakual takes 3:00 to die upon spawning, August will No quarter 3:00 upon using Daybreak. No quarter has a 15"~ range tight conal too so you are able to out run it if Gravity is up.
If not, use Saboteur + ES (they got the Stymie in this attempt). Before he wakes up, they refresh sleep with ES Sleep 2. So Teodor can be slept with Elemental Seal sleep (dark based) but does not sleep to SV/Nitro, Rayke/Magic burst Lullaby? wtf is this. After killing Teodor, August will use No Quarter twice. They think it is based on % HP, but they aren't sure. Yes, No quarter happens twice during final 30%. Once at 20% then again at 10%.
Overall a much cleaner strat than ours, really glad they found some way to avoid the hassle of some things. It definitely eliminates some luck elements however Shark is still a yikes in this strat. A bad timed hate reset near his death and all 6 people will wipe there.
I am curious how they made August a sitting duck at the start though, he would spam Null field non-stop back to back when I tried kiting with melee setup. Never tried auto attacking or casting magic. I wonder if it's specific distance related or just a random AI ***.
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By Bambusal 2025-03-20 17:07:41
In the lion's case, they sleep him with Stymie. RUN does NOT get enmity on the lion. Because of this, the only one affected by the aura is the RDM and no one else. I am curious on this because we lost a few runs to Paralyze aura blocking me from ever flashing the Lion as it popped, it's like his aura spawned onto me. I wonder what caused theres to not be on the RUN?
Here is the literal translation in case it helps:
"When Stymie Sleep lands, Cehuetzi's Aura will temporarily act only on the Red Mage due to the enmity it has generated." (スタイミースリプルが入るとセフエジのスフィアがヘイトを入れた一時的に赤だけに作用するようになります。)
Party Comp: RNG/DRG (ML50), RNG/DRG (ML45), COR/NIN (ML50), BRD/SCH (ML50), GEO/WHM (ML50), RUN/BLU (ML47)
General Encounter Notes:
All buffs carry in. Geomancy debuff potency is nerfed by 50% on August, but is full potency on all adds. There is no WS wall. There is no prime weapon damage bonus (nor a non-prime penalty).
The encounter starts with August (level 157) by himself. Every 10%, August summons a random Naakual add starting at 90%, all the way down to 40% for a total of all 6 Naakuals. At 30%, he summons Teodor as the final add.
While a Naakual is alive, August has extremely strong DT and regen (something to the tune of -99% DT, and 1% HP regen every 15ish seconds). August does not have this DT/regen when Teodor is alive.
All adds (including Teodor) spawn in with an aura and there is no known way to proc these auras. The auras give the adds approximately -25% DT, along with other effects that are mostly consistent with other versions of these NMs (i.e., the Bee's aura gives it a blink effect, the Lion's aura is a 20' paralyze aura, etc.). Teodor's aura is unique to this encounter and I'll discuss that later. The auras wear off over time. The aura on the first add lasts 3.5 minutes, and each subsequent adds' aura lasts 30 seconds longer - so the 2nd add has a 4-minute aura, the 3rd add has a 4.5-minute aura, etc., with the final add (Teodor) having a 6.5-minute aura.
In addition to having a longer aura duration, each subsequent add spawns in at 1 higher level than the previous add. The first add is level 150, 2nd add is level 151, etc., with the final add (Teodor) being level 156. The level of the add influences the potency of the aura. With the Naakual spawn order being random, this creates a layer of RNG as there are certain adds that you hope will spawn early (i.e., the Bee).
Buffs
Pre-buffs before entering, many of which were from outside characters included the following: x8 Soul Voice songs (honor, prelude x2, minuet 5+4, aria, STR etude, AGI etude). x4 crooked rolls (SAM, Chaos, Misers, Tacticians). Flurry 2 on the COR/RNGs. Full SCH buffs - regen, embrava, baraero/barparalyze, adloquium, Minuo, phalanx, aquaveil. WHM for pro/shell/auspice/boost-STR. The main BRD's SV was reset using outside CORs before entering, or it was reduced to sub-10minutes with multiple Cutting Cards.
Main songs throughout the encounter: honor, prelude x2, minuet 5+4. Dirge fulltime on the GEO as the GEO does the majority of the healing and can pull hate later into it if they're not being given dirge.
Main rolls: crooked Chaos / SAM.
GEO bubbles varied by mob - see below.
August
Frailty/fury/entrust STR with SV songs up. Without SV songs, swap fury to precision. Last Stand.
Similar TP moves as the Sinister Reign version has, ramped up of course. The same applies to all of the adds and their previous versions.
Null Field is one of his notable TP moves, as it's an AoE 1-3 buff dispel, and is one of several reasons why a melee setup on this encounter is probably not viable.
He also has access to AoE terror and conal amnesia. Most of his AoE moves are 10' radius centered on his target.
Each time an add dies, August uses Daybreak, which visually gives him wings along with a damage boost. Daybreak also begins the countdown for No Quarter. The countdown lasts exactly as long as the previous add was alive. For example, if it takes 4min20sec to kill the Tree add, then once the Tree dies, August uses Daybreak which begins a 4min20sec countdown until No Quarter.
No Quarter is a 15' split damage conal move. Following an add death, to prepare for No Quarter, the tank turns August toward the group while the group moves within 13'-14'. The tank gets as close to August as possible in this position to help ensure that the 10' radius moves (which are centered on the tank) do not hit the rest of the party. You can then just plant in this position until No Quarter goes off. There may be times where damage needs to be stopped if No Quarter hasn't happened before the next add is about to spawn. No Quarter going off while an add is out should be avoided.
Yggdreant (Tree)
If Tree spawns within the first 3 adds, Malaise + Acumen, otherwise Malaise + Focus. With the increasing levels of later adds, we found that there was a tipping point where resists become too much of a problem to not run focus.
Light Threnody. x2 lux + x1 Tenebrae Rayke + Gambit. Storms from the BRD/SCH. Trueflight from the RNG's, Leaden from the COR.
Cannopierce hurts real bad with the tank solo soaking it (along with perhaps a luopan). x3 Flabra Vallation/Valiance.
Constant Timber AoE doom spam (the removeable kind, smile).
Cehuetzi (Lion)
Similar to Tree, if Lion spawns within the first 3 adds, Malaise + Acumen, otherwise Malaise + Focus.
Fire Threnody, x3 Ignis Rayke + Gambit. Firestorm. Hot Shot from the RNGs and COR. Wildfire is an option for the COR if accuracy becomes a problem (i.e., if Lion is a later add and SV songs are not up).
The paralyze aura is quite brutal and depending on RNG, may really debilitate your tank's ability to spike hate on him. Tank can make a judgment call here to use Sforzo if enmity generation isn't going well. Losing hate on Lion, even if only for a moment before a jump gets used, can be run-ending due to his AoE full dispel.
Gabbrath (Dino) / Waktza (Bird)
Similar approach for both of these - Frailty/Fury. Last Stand.
Damage dealt is physical here, so the RNGs should coordinate a Super Jump around 50%, otherwise hate will likely be pulled before these adds die. Try to time the Super Jump right after a TP move as both of these have access to dispels (Static Prison from the Bird and Volcanic Stasis from the Dino).
Dino is particularly threatening to the tank (especially if he spawns later in the add order). We like entrusting an indi-wilt on the tank for Dino.
Rockfin (Shark)
Indi-wilt, Geo-frailty, entrust Barrier. Last Stand.
I haven't said it until now, but other than Shark, Bee, and while waiting for August's No Quarters, you should be fighting everything from 20'+.
Fight Shark inside the donut of Marine Mayhem (so everyone within 5' of him). If you try fighting him outside the donut, you will very likely have wipes to the wombo-combo of Protolithic Puncture (hate reset) on tank, followed by Marine Mayhem on the backline, which he can use at range while he's in transit from the tank to the backline, instantly killing everyone. A big downside of fighting him inside the donut is that everyone is now in range of August's Null Field. Since you're not shooting August during this time, he should only get off 3-4 TP moves while you're killing Shark and you either hope that none of those TP moves are Null Field, or at a minimum hope that neither of your rangers lose a song if a Null Field is used. Another layer of RNG.
Spread out around him within the donut - he's got conal moves. With frequent hate resets, we found the Wilt to be extremely important in preventing deaths. Panacea off debuffs. His autos are AoE and the BRD/SCH has a limited number of AoE heals, so the damage pressure gets a bit real here. Spreading out Valiance, One For All, Liement, and Odyllic are important resources for making it through. An early Shark spawn while Regen/Embrava are still up is dreamy, but he's doable without that.
Bztavian (Bee)
Bolster geo-frailty, indi-wilt, entrust fade. Last Stand.
Bee is THE most difficult of the Naakuals.
With constant hate resets, we found it best to fight him with everyone in melee range except the tank, who should keep August away to limit the chances of a Null Field hitting the group. Spread out around him since he also has conals.
Zombie, weakness, stun, and a potent paralyze on his TP moves make him really dangerous. The tank is not even attempting to hold hate here, so it's the backline eating all of these things. RNGs should save their Super/High Jumps for a bad Zombie. If they get paralyzed or stunned along with Zombie, the run may just be over.
I mentioned that the auras are more potent the higher level the add is (the later it spawns in the RNG order). Where this matters the most is with the Bee. His blink aura very noticeably has higher chances of absorbing hits the higher level he is. Having an early Bee spawn with pre-buffs and a shorter duration aura is extremely desirable.
In general, Double/Triple shot should be saved for every add. The adds dying as quickly as possible is one of the win conditions of the encounter - the regen August has while an add is out is very potent, so more damage output on the adds effectively does double duty. With Bee, these cooldowns, along with Overkill, felt particularly important in helping with the blink effect from the aura.
Teodor
Teodor's dark aura gives him Dread Spikes and provides his auto attacks with an en-doom effect. This doom is seemingly un-removeable. He rotates through several auto attacks, one of which is a 25' ranged attack that is also AoE, and everyone hit by it receives the doom. His aura also applies Avoidance Down to anyone in range, so parrying/blocking in hopes of avoiding the en-doom is off the table.
It's worth mentioning that Teodor could not be slept - we've tried both light (with NiTro) and dark sleeps. It's also quite difficult to even get to Teodor and when you do get to him 45min+ into a pull, you have exactly 30 seconds to test/try things before your tank dies from doom and everyone else dies very quickly thereafter. Hence why the encounter took so long to clear.
But I'm digressing - so yeah, a 25' ranged un-removeable AoE doom. Not really sure if the devs fully thought this one through or how they expected players were going to deal with him, but here is how we navigated it.
The approach involves a zombie/death rotation between the BRD, GEO, and COR. The tank holds August on one side of the arena (the entrance platform), and the BRD/GEO/COR take turns tagging Teodor and dying on the opposite side of the arena. Teodor does not spawn with shared hate on August, which is one detail that makes this possible. Another detail that makes this possible is the fact that you have control over where Teodor will spawn in the arena. He spawns exactly where the 6th Naakual was killed. If he always spawned on August, it would be very difficult/inconsistent for someone in the zombie group to tag him before he hits the tank with his first en-doomed auto attack. For this reason, we kill the 6th add near the Teodor corner in the image below, then drag August to the opposite side before pushing him to 30%.
When the next player up in the zombie cycle dies, Teodor will (somewhat) slowly leash back to the center of the arena (green arrow) as he no longer has anyone on his enmity list. An important note is that while he is leashing back to the center, he will not sight/sound aggro. Upon reaching his reset spot (which is pretty much directly in the center of the arena), he links to August and full sprints toward the tank. With a 3-man zombie rotation, it's possible to perpetually prevent him from crossing that threshold. To facilitate the re-raising, the BRD/GEO/COR loaded up on Scapegoats, items that give reraise and, importantly, are instant-use items that have no animation/spell/ability lockout after using them.
Dropping the BRD/GEO/COR from the party to do this zombie juggling may or may not be necessary, but it does offer extra wiggle room. As mentioned, some of Teodor's auto attacks are AoE, and if the zombie gamers are not in the same party, then they will not hit each other with those AoE's, allowing them all to zombie near each other in the furthest possible corner without worrying about perfect positioning.
Tank heals himself while this is all going on. Continue the zombie rotation for 6.5mins until his aura wears off, then allow him to reset to the center, link to August, and attack the tank. Killing Teodor is straightforward once the aura is off. Frailty/fury, Last Stand. GEO/WHM keeps banish 2/1 on cooldown because he's undead and why not.
To provide a rough DPS benchmark to be aiming for: Teodor needs to spawn with approximately 17mins left on the instance timer to allow for this.
Final Phase
Unlike the other adds, Teodor doesn't give August DT, but once August gets to 1%, he will take 0 damage if Teodor is still alive. Once Teodor dies, August uses Daybreak and restores his HP to 30%. Therefore even though you're able to, it's pointless for the RNGs to damage August while the BRD/GEO/COR zombie juggle Teodor. The RNGs can basically AFK while the juggling is going on.
After he restores to 30%, you're in the final zerg phase. August will keep his wings out for the remainder of the fight. He will use No Quarter at 20% and again at 10%. The end.
Some subjective thoughts/opinions in closing: the difficulty of this encounter is incredibly high as it currently stands. Miles ahead of Crystal Paradise in terms of the damage output required and party survivability. SE has "nerfed" this fight once already with an evasion tweak, but we found that adjustment to be barely noticeable. The solution we had to come up with for dealing with Teodor is obviously quite janky, and is surely not the intended way. It's possible that the adds' auras can be proc'ed, and if a method for that is ever discovered, the difficulty would be eased substantially.
Good luck to those who pursue this!
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