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Reisenjima T4s
Bahamut.Tychefm
Server: Bahamut
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By Bahamut.Tychefm 2016-02-15 09:03:05
Schah Video uploaded by JP players to see here:
https://www.youtube.com/channel/UC4a7IXYFH9Z2MV_n8hUWCLQ
YouTube Video Placeholder
Server: Odin
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By Odin.Llewelyn 2016-02-17 21:04:58
So are Rangers not a viable method on the Amphiptere as a replacement for THFs and SA Savage Bladers?
Bahamut.Tychefm
Server: Bahamut
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By Bahamut.Tychefm 2016-02-17 21:31:12
2 issues:
1) Beyond ridiculus Evasion on this wind based mob. Using SA/TA you can go full Crit+/WS+ gear.
2) You do not want to TP feed it at all or it gets really angry.
P.S. I think most of the Strats people used to clear are out there now. However if you have more questions feel free to ask away.
Bahamut.Tychefm
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By Bahamut.Tychefm 2016-02-19 13:50:37
Adding our own Schah Video for your viewing pleasure:
YouTube Video Placeholder
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By Odin.Llewelyn 2016-02-20 20:43:30
Any info on what triggers Albumen to level up?
Fenrir.Ramzus
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By Fenrir.Ramzus 2016-02-20 20:46:22
...I've never seen it level up, how were you doing the fight?
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By Odin.Llewelyn 2016-02-20 20:47:14
Death volleys while keeping adds slept. Leveled up twice within 1 minute around 60%. Stuns and Deaths were getting highly resisted after that as you can imagine. Used Phaeosynthesis after each level up.
Bahamut.Tychefm
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By Bahamut.Tychefm 2016-02-20 21:20:23
Really no info on the level up mechanic from my side either.
Also Copy/Pasting the Youtube description from Mischiefs Schah Video as people commonly seem to ignore it:
The hardest fight in the game. Tumult Curator might be close, but he doesn't really give anything special. Anyone who wants an aeonic weapon eventually has to face this guy, who is on another level from all of the other NMs required. Even the best geared and most coordinated groups WILL lose to this guy, multiple times, before winning once.
Everything about this is a nightmare. Schah spawns a grand total of 14 adds; 7 Bhata (pawn), 2 Ashva (knight), 2 Gaja (bishop), 2 Ratha (rook), and 1 Mantri (queen). If any Bhata lives for too long (2-3 mins), it "promotes" into another Mantri. Ashva can use Banneret Charge (sets HP to 1) from 100%, which is basically an instant loss if it hits the PLD. Gaja can use Besieger's Bane (20' Terror+Zombie+Bio) from 100%, which is, again, instant loss if it hits the PLD and WHM. Every single caturae possesses knockback TP moves, and they can go into the trees and knock the PLD out of the corner. Hate is nigh impossible to hold; they WILL eventually split off from the PLD and attack others.
There are some good sides, and some key points. Bhata has less health than the other adds, and will almost always die in one SC+MB volley. Ratha does nothing special, so it can be left alone until the two Ashva/Gaja are dealt with. Mantri has FAR more health and defenses than the other adds (letting a second Mantri spawn is basically game over), but she can't use Enthrall (charmga) until 50%. Finally, don't even think of keeping the adds alive; Schah himself takes virtually no damage until they're all dead.
With all adds dead, it becomes a race against the clock. Only Death does any reasonable damage against Schah, so as many of those need to fire off as possible (hence BLM/SCH). Be careful; we have seen Schah use Besieger's Bane, Royal Decree, and Enthrall, as well as all the other caturae TP moves. We haven't seen him use Banneret Charge, but that just might be extremely rare. This is far easier to survive than with adds up, but don't let your guard down. Slack off on damage at any point, and you very well might time out.
The Corsair was dualboxed (by me). Every other job you simply cannot dualbox, too much is required. Setup was PLD/BLU WHM SCH in tank pt, then BLM/SCH BLM/SCH SCH GEO GEO COR. 1 Idris, no mage has any Amalric+1 gear. We did get lucky on Wild Card reset this time, but we have beaten him without it.
Before you start worrying about getting clears for an aeonic weapon, ask yourself if you're ever going to be able to beat this guy...because to get one, you're going to have to. Using a brew won't count either. Up for the challenge?
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Fenrir.Ramzus
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By Fenrir.Ramzus 2016-02-20 21:46:35
Added it to OP, thanks
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By Odin.Llewelyn 2016-02-21 02:26:23
Theorizing level ups may occur when Albumen (not adds) is the one to kill a party member, but not immediately after doing so; about 5-10 seconds afterwards as we've had it level up while completely idle.
Bahamut.Pikohan
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By Bahamut.Pikohan 2016-02-21 02:31:03
I also saw it level up after it used Hundred Fist and hit our tank for 20 seconds or so while adds sleep.
Fenrir.Ramzus
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By Fenrir.Ramzus 2016-02-21 23:26:18
Got a real attempt in on Schah in today, finally.
It takes Fire damage equally as well as Thunder, so coordinate your skillchains based on the day of the week (i.e. if it's firesday or earthsday you should use fire, and vice versa)
I'm not sure where the claim that "Schah doesn't take damage without killing adds" came from, I remember seeing it stated before, but without any definitive proof. One of our BLM managed to smack Schah in the face with a 6k death WITHOUT bubbles or SC, as we were just dicking around waiting for this shithole magic shield to go down on Matri. I suspect that if Schah doesn't take damage at the start, it's a function of how many adds are out/have been killed. We're planning on testing it again tomorrow, but if it takes full damage with just Matri left, you can probably just leave Matri on the PLD while you finish it off.
Also I heard the magic shield is actually just a stoneskin, but it ate a full SC+MB without coming off, so maybe either bubbles were down, or it's an actual shield. Requiescat was doing 0, but QD was not.
Ragnarok.Jukiro
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By Ragnarok.Jukiro 2016-02-21 23:51:13
Any info on what triggers Albumen to level up?
I think it's if it does Phaeosynthesis a 2nd time while Multi-Strikes / Regen are still on. We always made sure to dispel if it isn't stunned.
Forum Moderator
Server: Sylph
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By Sylph.Shadowlina 2016-02-22 10:23:32
It's interesting, the JPs i was playing with to kill Zerde, where talking about pre fight that they where using ideas on both 2chan, Cherry Macaroon +1 and FFXIAH. Which i thought was interesting.
Smaller servers like Sylph with large JP Population are getting together to do these now, we have 2 JP parties running this content atm, 1 of which i've been invited to join.
Killed Zerde and attempted Schah, wiped to early Besiegers bane. Which wasn't cool.
I will point out, i don't personally like #2 camp in Reisen, at #5 as you can see in my Zerde video YouTube Video Placeholder
This camp you can elevate yourself in 2 directions. for Schah, the RUN tank for the adds was on one side whilst the PLD was at the other, Which was working surprisingly well.
Apparently, the JP players use this camp because you can hold the NM in the middle, and the PLD can be elevated out on the side. it barely works and takes good positioning but it seems to work fine.
This way you can clearly spread your tanks, in two directions, with an over watching view of it all.
It's nicer from a WHM prospective here, because i normally go for what debuffs people have and whatever and what moves it uses by animation.
So if #2 is full with people, or claimed, #5 is also a viable option. :)
Good Luck!
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Bahamut.Tychefm
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By Bahamut.Tychefm 2016-02-22 11:27:14
Quote: 2chan, Cherry Macaroon +1 and FFXIAH
...and Two-Man-Cell. It really is one hell of a blog for info.
http://vanafratello.seesaa.net/
Basically had most of the HELMs beaten first and put out strat. Also now does RMEA DPS calculations for different weapon combos.
Ragnarok.Afania
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By Ragnarok.Afania 2016-02-23 15:24:40
To make Zerde even easier we actually brought a second SCH/BLM to Tab Rasa Alacrity Stun literally everything Zerde did. With Bolster Idris Languor and Bolster NQ Focus every stun landed and he didn't do anything except sit there while BLMs killed him off.
Quick question about stunning Zerde, how long does the tp move window last? Is it as long as Tojils TP move, which you can stun on vanilla FFXI outside of JP region, or does it have significantly shorter tp move window, which may need battlemod or JP button?
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By Odin.Llewelyn 2016-02-23 16:07:01
About as long as a normal Botulus. Their TP moves are a tad quicker than Tojil's, but follow the normal auto attack > TP ability > auto attack > TP ability, etc., so fairly easy to anticipate. Sometimes he'll do another TP move right after he's unstunned and skipping the auto attack, however.
Fenrir.Ramzus
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By Fenrir.Ramzus 2016-02-23 22:48:00
Gave Erinys a shits and giggles attempt and won, few notes:
Use THF, THF, THF, THF and THF. Every other DD is an absolute waste of time. Rudra's does 20k+ easily with either SA or TA and way shorter timers.
Buffs: Chaos, Miser, Tactician, Samurai, Frailty, Fury, Wilt, DEX/Barrier
Setup: PLD/BLU WHM, SMN, GEO (WHM was dualboxed by PLD so no /smn)
GEO THF/SAM THF/SAM THF/SAM COR/SMN /SMN
I dualbox'd GEO and did wilt/frailty in the tank pt, and DEX/Fury in the melee pt. The bubbles never wore for the most part (i did switch frailties between pt a few times and changed DEX to Barrier in tank pt) but you should never have an issue with it wearing off.
We also had all 6 members of the THF pt to get both lucid wings1/2 and we timed using them around when all THFs offloaded tp, in reality I should have saved them for when I did bolster but that's just for something to consider in the future.
We had 2 COR/SMN and a SMN rotating lullaby with SMN->COR1->SMN->COR2->SMN etc as soon as timers were up after the initial spacing out of lullabies to get a good cycle going. We opted for using BSTs to kill adds and just mewing lullabied all of them, not a single TP move went off the entire 23min fight.
I should mention that all THF were basically geared from their other jobs without actually dedicated gear (they all geared it from their BLUs/NINs etc) and they all had 0 JP. So if we were to use 3x Aeonic THF with 2100 JP we could probably get the fight down to sub 15 minutes no problem.
By Afania 2016-02-23 23:12:03
Gave Erinys a shits and giggles attempt and won, few notes:
Use THF, THF, THF, THF and THF. Every other DD is an absolute waste of time. Rudra's does 20k+ easily with either SA or TA and way shorter timers.
Buffs: Chaos, Miser, Tactician, Samurai, Frailty, Fury, Wilt, DEX/Barrier
Setup: PLD/BLU WHM, SMN, GEO (WHM was dualboxed by PLD so no /smn)
GEO THF/SAM THF/SAM THF/SAM COR/SMN /SMN
Another question about THF SJ for this fight :D I suspect you have THF sub SAM for faster tp gain? Wouldn't /COR and use QD every 50 sec generates tp faster than /SAM? THF can wear all the QD recast gears COR can, and Schutzen Mittens. With all the store tp gears+ mitten+ sam roll it should be possible to gain over 300 tp per shot, which makes it higher tp gain per sec than meditate every 3 min if I calculate it correctly.
Or does /SAM just works better for this?
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By Odin.Calipso 2016-02-23 23:15:24
Wouldn't you just miss the hell out of QD?
Fenrir.Ramzus
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By Fenrir.Ramzus 2016-02-23 23:17:29
Not sure actually, didn't even realize that was a viable strat. I assume Calipso is probably right, I personally would have preferred /WAR for berserk but I think we were probably really over cap already.
Ragnarok.Afania
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By Ragnarok.Afania 2016-02-23 23:23:17
Wouldn't you just miss the hell out of QD?
You'll get a lot of resist, but unless the NM has some sort of magic shield that make you do flat 0 damage you should get tp back even at full resist(1/8).
A "full resist" should be 1/8 of dmg. Even against targets with super high meva you should still do more than 0 if I understand how magic dmg works correctly. I've never do 0 dmg QD unless I'm double weak or NM has magic shield that nullifies magic. Even against targets with super high meva/mdt-/mdb and using none ilv gun, QD still do more than 0 damage on targets without magic shield from my experience.
Fenrir.Ramzus
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By Fenrir.Ramzus 2016-02-23 23:29:34
Also assuming it feeds it TP, I would advise against using Quick Draw since the entire point of the fight is to not feed it tp
By Afania 2016-02-23 23:30:09
Also assuming it feeds it TP, I would advise against using Quick Draw since the entire point of the fight is to not feed it tp
QD doesn't feed tp.
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By Sylph.Jeanpaul 2016-02-23 23:33:03
I should mention that all THF were basically geared from their other jobs without actually dedicated gear (they all geared it from their BLUs/NINs etc) and they all had 0 JP. So if we were to use 3x Aeonic THF with 2100 JP we could probably get the fight down to sub 15 minutes no problem. Vajra performs much better than Aeneas in these situations
Fenrir.Ramzus
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By Fenrir.Ramzus 2016-02-23 23:52:17
I should mention that all THF were basically geared from their other jobs without actually dedicated gear (they all geared it from their BLUs/NINs etc) and they all had 0 JP. So if we were to use 3x Aeonic THF with 2100 JP we could probably get the fight down to sub 15 minutes no problem. Vajra performs much better than Aeneas in these situations
Vajra may be better due to the 30% SA/TA buff, but Aeonics are also a pretty massive boost with the 500 TP Bonus, and are also free. Vajra also loses the luster of not having the AM3 work since the only hit that matters is the first. I suspect any of RMA are fine, and Mandau is probably lolMandau.
Point is, anything is better than our izhikooh thf X_X
Ragnarok.Afania
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By Ragnarok.Afania 2016-02-24 00:03:17
I should mention that all THF were basically geared from their other jobs without actually dedicated gear (they all geared it from their BLUs/NINs etc) and they all had 0 JP. So if we were to use 3x Aeonic THF with 2100 JP we could probably get the fight down to sub 15 minutes no problem. Vajra performs much better than Aeneas in these situations
Vajra may be better due to the 30% SA/TA buff, but Aeonics are also a pretty massive boost with the 500 TP Bonus, and are also free.
Aeonics aren't really "free" since 50k beads and all those kills + repeated wipes on HELM takes a lot of time to do, those time you could just spam VD BC for millions of gil :p
Fenrir.Ramzus
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By Fenrir.Ramzus 2016-02-24 00:06:32
I edited my post for stupidity if you didn't notice 8D. You could make the same argument about doing 52 einherjars, 15 nyzul, 50 assaults, gathering 30k alex, then getting 1700 monster kills, 3 chariot kills, 3 t4 kills, 3 pw kills, then 10000 buttetsu. If you've already killed the NMs once to actually own the thing, chances are it's only going to be easier from there on out.
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By Sylph.Jeanpaul 2016-02-24 00:14:25
I should mention that all THF were basically geared from their other jobs without actually dedicated gear (they all geared it from their BLUs/NINs etc) and they all had 0 JP. So if we were to use 3x Aeonic THF with 2100 JP we could probably get the fight down to sub 15 minutes no problem. Vajra performs much better than Aeneas in these situations
Vajra may be better due to the 30% SA/TA buff, but Aeonics are also a pretty massive boost with the 500 TP Bonus, and are also free. Vajra also loses the luster of not having the AM3 work since the only hit that matters is the first. I suspect any of RMA are fine, and Mandau is probably lolMandau.
Point is, anything is better than our izhikooh thf X_X For a THF, the priority of mainhand daggers in this situation would be New Vajra > Old Vajra > Aeneas > New Twashtar > Max Taming Sari or New Mandau > whatever. AM is irrelevant unless you're using Mandau, which it would need to keep up with Sari. For offhand, it'd be New Twashtar > Magian TP Bonus Dagger > Max Taming Sari > whatever.
But yeah, Izhiikoh is pretty dated these days. Even a minimal augment Sari is better than all other Adoulin knives.
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Fenrir.Ramzus
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By Fenrir.Ramzus 2016-02-24 00:24:01
Agreed. Our "Thieves" just happened to have sharable gear with other jobs, 2 of them were lucky enough to have Skinflayer but our 3rd one never got a single Sari from 100+ SR. I'm pretty sure Erinys could get absolutely destroyed by 3 2100 Vajra 121 THF. I wouldn't be surprised if its most peoples 1st or 2nd NM (the other being Zerde)
Didn't see a thread up here and the info on BG is all over the place so I figured I'd make a thread to summarize the NM kill strats so far for people who want to try it for themselves. Everyone is welcome to add info themselves and I'll update the OP
Albumen
Ashweed x3 + Void Grass x3 + Vermihumus + Coalition Humus
Notes:
-4x Adds spawn with the main NM
-4 More spawn at 28:00, and 4 more spawn at 26:00 for a total of 12x adds (doesn't spawn any more, may respawn if you kill them, unconfirmed)
-Adds won't hesitate to SP shortly after spawn (about 10 seconds after.) Possibly 2hs are Chainspell, Mijin Gakure, Benediction (I haven't seen a 4th one? It might be the DNC one?)
-Main NM has access to standard Korrigan moves (including Fatal Scream, Petalback Spin etc.)
-Petalback Spin causes hate reset
-Stunnable by GEO/BLM with just focus or languor.
-Main NM can do Hundred Fists (often does Terror->Hundred Fists)
-Main NM has a 5-15 second long enpetrify effect that lands semi-frequently.
Strategies
Source: Ramzus/Lyramion
The only strategies recorded thusfar have been by Lyramion/myself. I don't know the exact details of his but the underlying concept is the same so I'll just add whatever I know, he's welcome to add in points himself after he wants.
Setup: BRD/BLM GEO/BLM PLD WHM | BLM/SCH BLM/SCH BLM/SCH BLM/SCH GEO/WHM COR/WHM | SCH SCH
Buffs:
Languor, Malaise, Focus, Haste, Entrust Acumen
Tactician's Roll, Wizard's Roll, Voidstorm (II)
Part 1: Adds Spawning
BRD pops JAs before spawning it (NT, Marcato, Elemental Seal). Horde Lullaby 2 on spawn immediately before they allahu akbar you. From here on, it's basically just afk until more adds spawn. The BRD needs to pop super revit as soon as possible, and then reuse JAs at ~28:30 remaining in the fight to resleep the 4 new adds that will spawn. After that, afk again until 26:00, once all 12 have spawned, someone can wake up all the adds to wipe your ally as fast as possible.
Part 2: NM Fight
Wait for everyone to recover and for BRDs JA timers to come back up, we rotated the SCH into the BLM pt for voidstorm 2 and then moved them back out.
BRD opened with NT/Marcato/Ele Seal and pulled with Horde Lullaby II (make sure your BRD memorizes how long their Lullaby lasts with NT+Marcato and NT+Marcato+CC) then we moved the Mandragora away from all the babies and started Gravitations alternating Death in pairs. The GEO in the tank PT popped BoG Languor for now.
As soon as possible, The COR should go into the PT with the BRD and RD'd + Super Revit RD'd again to get Marc/Ele Seal/NT back up, as well as got the GEO's BoG back for another Languor. Then at some point, The tank PT GEO did bolster malaise+languor and one of the SCHs tabula rasa'd and we just Death SC'd continuously. The BRD made sure to keep track of her Lullaby timer and told me when it had <30 sec remaining, then I ele seal Breakga'd then the BRD reapplied Lullaby with NT/CC/SV/Ele Seal for an additional 6.5min for a total of 12min. At some point the COR WC'd the BRD+1st bolster to see if they'd get it back (just in case for some reason it takes more than 12 min of fighting to kill). If bolster didn't recover then our GEOs swapped PTs and continued. The GEO/BLM can stun Petalback Spin 100% of the time with just Languor or just Focus, we only got hate reset 1 time because it did it mid-cast so it got through.
Erinys
Voidsnapper x3 + Ashweed x3 + Mistmelt + Scroll of Tornado
Use THF, THF, THF, THF and THF. Every other DD is an absolute waste of time. Rudra's does 20k+ easily with either SA or TA and way shorter timers.
Buffs: Chaos, Miser, Tactician, Samurai, Frailty, Fury, Wilt, DEX/Barrier
Setup: PLD/BLU WHM, SMN, GEO (WHM was dualboxed by PLD so no /smn)
GEO THF/SAM THF/SAM THF/SAM COR/SMN /SMN
I dualbox'd GEO and did wilt/frailty in the tank pt, and DEX/Fury in the melee pt. The bubbles never wore for the most part (i did switch frailties between pt a few times and changed DEX to Barrier in tank pt) but you should never have an issue with it wearing off.
We also had all 6 members of the THF pt to get both lucid wings1/2 and we timed using them around when all THFs offloaded tp, in reality I should have saved them for when I did bolster but that's just for something to consider in the future.
We had 2 COR/SMN and a SMN rotating lullaby with SMN->COR1->SMN->COR2->SMN etc as soon as timers were up after the initial spacing out of lullabies to get a good cycle going. We opted from using BSTs to kill adds and just mewing lullabied all of them, not a single TP move went off the entire 23min fight.
I should mention that all THF were basically geared from their other jobs without actually dedicated gear (they all geared it from their BLUs/NINs etc) and they all had 0 JP. So if we were to use 3x Aeonic THF with 2100 JP we could probably get the fight down to sub 15 minutes no problem.
Onychophora
Void Crystal x3 + Void Grass x3 + Titanite x10 + Worm Mulch
Notes:
-Absorbs damage during TP moves
-Does relatively little damage, as do adds.
-Luopans soak Gorge/Disgorge damage making it a non-issue.
-Has unique TP move called Psychosis Gorge(sp?) that is an unerasable/sacrificable impact type stat reduction.
-Absorbs magic damage after casting Fire type spells below 50%, switches to absorb Physical Damage when it starts casting Earth spells
-Spawns adds after first SC, will retaliate with Doomvoid if you repeat the same SC, need to cycle some elements (not sure total amount)
-Increasing SC level causes more adds to spawn, can cycle t1 SCs.
-Main NM and babies can all Dustvoid to fully strip tank equipment, need some sort of method of immediately getting it back on so you don't die (our PLD make an equipset and macro'd it and mashed it when it did dustvoid.)
Strategy:
Source: Lyramion, Ramzus
PT1: PLD WHM SCH GEO
PT2: SCH BLM BLM BLM GEO COR
Buffs: Wizard's Roll, Tactician's Roll, Languor, Malaise, Focus, Acumen
I followed Lyra's suggestion of doing Wind->Ice->Fire->Dark->Thunder-> but I'm not sure how much it matters? If possible, Wind->Ice->Dark would probably work the best as those produced the highest damage nukes. I had BLMs self storm on every single SC so I wouldn't have to deal with it. On the wind SC I had the other SCH SC, no one except me MB'd so I could get some super powered Helix off. Without Bolster/Temp I was landing 13k Helix, with Bolster+Soldier the highest I saw was 30k.
There is very relatively little damage dealt by the NM this entire fight, GEOs should theoretically be able to full time BoG bubbles until they wear off naturally, unless they have enough regen (not sure if it's even possible to fully negate?)
During the more important SCs (Wind/Dark) we'd spam dia on the NM to force it to use a TP move before going, just to guarantee not healing it since 3x Death was doing >200k damage total. The TP feed is incredibly slow on this NM so this is a guaranteed method of being able to avoid TP dmg absorption 100% of the time if you SC immediately after it goes.
However, below 50% when it starts absorbing damage based on whether it's casting fire/earth, it starts to do multiple TP moves in a row instead of just one, so do be careful of that. We opt'd out of using silence after the first 3 landed, since it appeared to use spells almost guaranteed after silence wore which disrupted the flow of the battle. I'm not 100% certain, but I think it casts spells every 30 seconds and whether it decides to use Fire or Earth is random? It does use the same element spell multiple times in a row, though. I didn't observe enough to see whether it occurs in phases or not.
Schah
Voidsnapper x3 + Gravewood Log x3 + Leisure Table + Trump Card Case
The hardest fight in the game. Tumult Curator might be close, but he doesn't really give anything special. Anyone who wants an aeonic weapon eventually has to face this guy, who is on another level from all of the other NMs required. Even the best geared and most coordinated groups WILL lose to this guy, multiple times, before winning once.
Everything about this is a nightmare. Schah spawns a grand total of 14 adds; 7 Bhata (pawn), 2 Ashva (knight), 2 Gaja (bishop), 2 Ratha (rook), and 1 Mantri (queen). If any Bhata lives for too long (2-3 mins), it "promotes" into another Mantri. Ashva can use Banneret Charge (sets HP to 1) from 100%, which is basically an instant loss if it hits the PLD. Gaja can use Besieger's Bane (20' Terror+Zombie+Bio) from 100%, which is, again, instant loss if it hits the PLD and WHM. Every single caturae possesses knockback TP moves, and they can go into the trees and knock the PLD out of the corner. Hate is nigh impossible to hold; they WILL eventually split off from the PLD and attack others.
There are some good sides, and some key points. Bhata has less health than the other adds, and will almost always die in one SC+MB volley. Ratha does nothing special, so it can be left alone until the two Ashva/Gaja are dealt with. Mantri has FAR more health and defenses than the other adds (letting a second Mantri spawn is basically game over), but she can't use Enthrall (charmga) until 50%. Finally, don't even think of keeping the adds alive; Schah himself takes virtually no damage until they're all dead.
With all adds dead, it becomes a race against the clock. Only Death does any reasonable damage against Schah, so as many of those need to fire off as possible (hence BLM/SCH). Be careful; we have seen Schah use Besieger's Bane, Royal Decree, and Enthrall, as well as all the other caturae TP moves. We haven't seen him use Banneret Charge, but that just might be extremely rare. This is far easier to survive than with adds up, but don't let your guard down. Slack off on damage at any point, and you very well might time out.
The Corsair was dualboxed (by me). Every other job you simply cannot dualbox, too much is required. Setup was PLD/BLU WHM SCH in tank pt, then BLM/SCH BLM/SCH SCH GEO GEO COR. 1 Idris, no mage has any Amalric+1 gear. We did get lucky on Wild Card reset this time, but we have beaten him without it.
Before you start worrying about getting clears for an aeonic weapon, ask yourself if you're ever going to be able to beat this guy...because to get one, you're going to have to. Using a brew won't count either. Up for the challenge?
Teles
Void Crystal x3 + Voidsnapper x3 + Siren's Hair + Scroll of Maiden's Virelai
Notes:
-Uses SPs in random order at 79, 59, 39, 29, 19 and 9%. At 9% it will keep using SPs over and over.
-Each SP comes with a mega range aura.
-Soul voice: 1 minute silence aura and it gains access to virelai and a charm TP move called Entice. Vex/attunement will block Entice 99% of the time, but only charm buffer can block virelai reliably. Important to note that charm buffer can be dispelled easily in this fight. We had PLD use Sent. or invincible when this aura was up, but tank party will still have to rely on healing temps if HP goes too low.
-Manafont: 1 minute MDB down aura. Laughably easy to deal with if you have vex/attunement and Aegis on PLD. This is a good period to do as much damage as you possibly can.
-Invincible: 30 second 200-300/tic dia aura. Manawall can block this damage, which leaves the rest of the mage party to heal themselves. As long as no one panics and uses cures/temps, it's not too bad to deal with.
-Heavily favors using Clarsach when someone pulls hate at a distance, usually resulting in the entire backline getting 1shot.
-It's very important to pop this at a spot where the mage party can abuse terrain due to Clarsach's range. There are a few spots that work, but we settled on the spot near warp #2.
Strategy
Source: Ejiin
Tank party: PLDx2 GEOx2 WHM. Mage party: BLMx3 SCH GEOx2.
-PLD x2 was used because it has wonky hate, similar to Seiryu mechanics, where once damage is dealt to it, it will partial reset hate on its current target and chase the person who damaged it. This can be completely negated by having a 2nd tank who tries to get hate during periods when damage is done to it. Doing this, it did not chase BLM even once the entire fight.
-WHM was pulling hate a lot and wiping the backline, so we ended up having the WHM stand with the tanks.
-GEOs were used for vex/attunement/focus/wilt and entrust haste cycle for tank party, which made Teles very manageable to deal with. Focus was so the GEOs in the tank party could land dispel. GEOs in the mage party did standard mage GEO buffs/debuffs.
-Clarsach gives it many buffs, including Attack/MAB/MDB/Meva boosts, so it's a good idea to have several people on Dispel duty.
-Magic burst Death in pairs, spacing them out appropriately to avoid magic resistance mechanic to allow for 99,999 on each death.
Vinipata
Void Crystal x3 + Duskcrawler x3 + Bone Chip x10 + Scarletite Ingot
Notes:
-Spawns with 2 adds, Green Naraka has random hate, Blue one usually stays glued to the tank.
-Astral Flow at around 46 and 16, seems to be a hybrid between AF and Meikyo? Will do Sakra Storm or Yama's Judgment at the end of 4 TP move and spawn 2 more adds at the end of each AF, for a maximum of 6 adds. Will spawn a Green+Blue Naraka each time
-Meikyo Shisui at 74, 49, 24%, and spams it below 10%. Will also do Sakra Storm or Yama's Judgment as its 4th TP move.
-Yama's Judgment is 5-count doom.
-Meikyo Shisui during Raksha Stance : Judgment or Illusion > Judgment or Illusion > Vengeance > Yama's Judgment
-Meikyo Shisui during Yaksha Stance : Bliss or Damnation > Bliss or Damnation > Oblivion > Sakra Storm
-CAN BE STUNNED with elemental seal (save it for the 4th tp move of SP)
-Fairly resistant to most debuffs.
-Will heavily favor Raksha Stance which gives it -50% MDT. Can supposedly be terror/DT reset proc'd by completing a SC in the middle of the animation for a stance TP move.
-Killing adds will cause him to respawn one per TP move until he reaches his current maximum add capacity.
Strategy
Source: Papesse, Ramzus, Lyramion, Geigei
PT1: PLD RUN WHM SCH SCH BRD/BLM
PT2: BLM BLM BLM BLM GEO/WHM GEO/WHM
Buffs: Focus, Haste, Malaise, Languor, Entrust Acumen, Firestorm II
Fight is very heavily terrain dependent, Warp#2 highly recommended.
Like Albumen, this fight is highly dependent on BRD sleeps.
The mages should be positioned at the top of the hill, while the PLD tanks it at the bottom of the hill with their back facing the mages, Vinipata should be on the dirt path. Knock back makes this fight a total bitch, the PLD needs to be very alert and run immediately back to Vinipata if they get knocked back before it gets repositioned closer to the mages.
Part 1: Initial Spawn + Fighting
The BRD should open with NT CC Ele seal and sleep the adds right on pop. The PLD runs the NM down the hill, positions it. As soon as positioning is good, 1 GEO should bolster Focus+Malaise while the other does BoG Languor+Haste. The first SCH can also tabula rasa and then immediately start spamming fusion while the RUN Gamb/Raykes and the BLMs MB Firaja->Fire6. This fight is highly dependent on your ability to push Vinipata down to the next set of adds spawns.
GEOs should be helping with status ailments, particularly spamming cursna on the PLD on Yama's Judgment. Global recasts on Cursna make it hard for a single WHM to consistently remove it on time while dealing with curing+other debuffs.
As you continue to MB it down, prepare yourself at approximately 50% for Astral Flow to occur, and BLMs should change off of Firaja to just single target MBs. As soon as the AF animation goes at ~46, everyone should just gather ontop of it and wipe as soon as possible, having a good Helix II MB on it shortly before 50% is indispensable as it can whittle down a good 10% while someone zombies vinipata during recovery.
Part 2: Saccing
Right before wiping, someone needs to throw a Bio II or Dia II on Vinipata just in case to prevent it from regening while zombing. We had our GEO that used bolster sac it while we all recovered. It is highly important that you wipe TOWARDS THE DIRT PATH AS LOW AS POSSIBLE and remain there while waiting for weakness to wear, otherwise a stray TP move while saccing might wipe all of you again. When ready, get buffs up again, the BRD should this time use CC + SV ontop of the usual JAs for maximum duration sleep on adds, since the goal is to (hopefully) kill it before adds wake up this time.
Part 3: Killing it
Everyone repositions again, mages should hide at the very top of the hill in the little corner to avoid TP move on pull, BRD pulls with Horde Lullaby II again with all JA/SP while PLD stands on bottom of hill ready to flash Vinipata on pull.
Repeat the same thing, the 2nd GEO and SCH should now Bolster/TR (obviously switch bubbles on GEO so that you have Bolster Malaise+Focus again) and start SCing + Firaja/Fire6 with Gambit/Rayke. The RUN should also super revit so that they can Gambit+Rayke at low % again just to force it to 0, as <10% can get messy.
The BRD also needs to super revit before 25% to have JAs ready to immediately sleep adds 5/6 when they spawn. At that point, go back to strictly single target, and throw out another Gambit+Rayke, and hope that it dies before anything wakes up. You should IDEALLY have about 15 minutes left, but you may find that to not always be the case. If you wipe at <10% (we have at least 3 times), continue saccing it until the BRDs JA timers are up, it'll be a really bad time crunch as you have probably 3 min to finish it. You'll need to watch out too because it likes to use Meikyo frequently <10%, and when you start the fight it'll open up with 4 tp moves while repositioning, so everyone needs to stay away, as it will very easily wipe you.
This fight is very very dependent on how frequently it uses Raksha Stance. We've had fights take 12 min, and fights taken 29 min entirely because it stayed in Raksha Stance for 100% of the fight.
Zerde
Void Grass x3 + Ashen Crayfish x3 + Flan Meat x10 + Black Pudding
Notes:
-Arguably the easiest fight, is a complete Zerg.
-Spawns with 2 adds that cause an approximate 21'? 400 dmg Bio Aura. Killing the adds will drop the aura until new ones spawn.
-Frequently spawns new adds, at <50% it gains access to adds that give a doom aura.
-Auras can be avoided by everyone except for PLD+WHM by abusing terrain on Warp 2.
-Gains access to charm at <50%.
-Can be proc'd with SC+Fire MBs (?)
Strategy
Source: Ramzus, Lyramion.
PT1: RUN PLD/BLU WHM
PT2: BLM BLM BLM SCH GEO GEO
(can alternatively throw SCH into tank PT after storms and bring 4 BLM).
Buffs: Languor, Malaise, Acumen, Focus, entrust Haste, Firestorm II
1 BLM should use elemental seal before pop, and immediately stun it when its popped to avoid a 10 second stun from Just Desserts. The fight entirely relies on this opening stun.
Once positioned, the PLD uses appropriate /BLU spells (Jettatura, Geist Wall, Sheep Song etc.) when adds spawn to hold hate. Everyone should abuse the hill terrain to be a good 23' away from the NM and avoid aura. We had both of our GEOs Bolster + have the SCH TR + Embrava both PTs and just zerged it down with Firaja->Fire 6 MBs in under 2 min.
The PLD+WHM should use Charm Buffer before 50% (around 60 is pretty good) as it goes down pretty fast, and might use charm fairly fast. It has a fairly large range on it, as our WHM got hit by it on our first win, so assume that it'll probably be 20'.
Every time we've fought it, SC+MB proc'd it around 60% and made it take very massive damage (i.e. multiple 99,999 Fire MBs) which made it drop really fast, I'm not sure how easy it is to replicate this.
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