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Reisenjima T4s
Ragnarok.Kenshi
Server: Ragnarok
Game: FFXI
Posts: 123
By Ragnarok.Kenshi 2017-04-24 15:15:20
For Vinipata if you use pld you can holy circle your DD's before pop and sepulcher Vinipata for some more dmg.
By clearlyamule 2017-04-24 15:26:42
They still are doing it some, and that's completely fine, as long as it's not so easy and safe that nearly everyone does it for most NMs, like they were before the nerf. For the people who were serious and pay attention it hasn't changed too awful much just pretty annoying especially with groups of mobs when your pet decides to run to the furthest one.
But yeah bandwagoners and people watching youtube while playing gunna get rekt now which has certainly seen a decline in usage because of that. And multiboxing is definitely more annoying/harder if trying to remain safe unless you get to take advantage of certain mechanics that let you stay in range and not get hit. Of course they can and some have just switch to pup for less dmg but even greater survivability or smn for less survivability but a lot more dmg.
Server: Shiva
Game: FFXI
Posts: 1052
By Shiva.Arislan 2017-04-24 23:38:41
Quote: Announcing the Next Version Update (04/25/2017)
The next version update is scheduled for early May.
This update includes the next step in the escutcheon questline! Successfully complete the tasks laid out before you to earn an upgrade to your escutcheon.
Other features include a new Ark Angel alter ego, a smidgen of job adjustments, the monthly updates to Ambuscade, and more!
Hmmmmmmmmmmm.
Server: Asura
Game: FFXI
Posts: 1326
By Asura.Azagarth 2017-04-24 23:58:21
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Sylph.Oraen
Server: Sylph
Game: FFXI
Posts: 2087
By Sylph.Oraen 2017-04-25 00:03:31
You can't spell smidgen without SMN.
Wake up, sheeple.
By Blazed1979 2017-04-25 11:20:49
a smidgen of job adjustments Me: "Not holding my breath"
Other me: "Starts updating MNK LUA"
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Asura.Sagaxi
Server: Asura
Game: FFXI
Posts: 112
By Asura.Sagaxi 2017-04-25 11:24:21
SMidg(af)N adjustements... Perdon my language. ^^
Server: Asura
Game: FFXI
Posts: 1326
By Asura.Azagarth 2017-04-25 11:27:03
calling it now, CHI blast for 99k inc! Will replace smn with alliance of 18 boosted mnks and 1 shot everything. Just to have SE do an emergency maintenance and nerf mnk even more than its sad status now.
By Ruaumoko 2017-04-25 12:48:11
It's pretty obvious it's a SMN nerf.
From what I gather the JP's have been in uproar over the exploit, so this is a foregone conclusion.
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Server: Asura
Game: FFXI
Posts: 139
By Asura.Boogerballs 2017-04-25 12:51:36
until the devs specifically say "were nerfing smm" its speculation and should be treated as such. now i gotta deal with dumbasses for the next few weeks complaining/praising something that may or may not happen. way to go facts I don't like
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Server: Fenrir
Game: FFXI
Posts: 1352
By Fenrir.Richybear 2017-04-25 13:39:08
They're just gonna give blm and sch native dual wield so that Nusku Sash makes sense... obviously
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By clearlyamule 2017-04-25 14:00:24
Should give bst native dual wield so the lack of good shields and you are supposed to melee with your pets thing makes sense *grumble grumble*
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By Blazed1979 2017-04-25 14:54:47
MNK updates will be something terribly inappropriate, like going up to an old lady trying to cross the street and spitting at her;
"We've heard your feedback about MNK. Victory smite will undergo the following changes: 70%CHR/30% MND.
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 9933
By Asura.Saevel 2017-04-25 16:15:41
Gotta raise the prices for Aeonics to get maximum gil while you can.
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By Ruaumoko 2017-04-25 16:44:57
A few of my suggestions for fixing MNK.
MNK's damage-over-time with melee attacks is actually really good, it's just Hand-to-Hand weapon skills that suck horribly. Raise the fTP on the high level weapon skills and make fTP transfer on a handful of them. The main difference between Victory Smite and CDC, and the reason CDC is so much more powerful despite being similar, is that CDC has fTP transfer whereas Victory Smite does not.
Mantra needs to be adjusted so it cannot be removed with Dispel.
Rather than be completely reset upon a single miss Impetus's accumulated Accuracy, Attack, Critical Hit Rate and Critical Hit Damage values should be reduced by -1 or -2.
Just a few ideas.
[+]
Server: Asura
Game: FFXI
Posts: 616
By Asura.Avallon 2017-04-25 16:53:09
A few of my suggestions for fixing MNK.
MNK's damage-over-time with melee attacks is actually really good, it's just Hand-to-Hand weapon skills that suck horribly. Raise the fTP on the high level weapon skills and make fTP transfer on a handful of them. The main difference between Victory Smite and CDC, and the reason CDC is so much more powerful despite being similar, is that CDC has fTP transfer whereas Victory Smite does not.
Mantra needs to be adjusted so it cannot be removed with Dispel.
Rather than be completely reset upon a single miss Impetus's accumulated Accuracy, Attack, Critical Hit Rate and Critical Hit Damage values should be reduced by -1 or -2.
Just a few ideas.
Would this still theoretically be the best weapon for MNK?
Bismarck.Zuidar
Server: Bismarck
Game: FFXI
Posts: 1273
By Bismarck.Zuidar 2017-04-25 16:57:50
have to wait and see what they will have for job adjustments in the may update
Ragnarok.Inx
Server: Ragnarok
Game: FFXI
Posts: 371
By Ragnarok.Inx 2017-04-25 18:29:55
H2H WS need modifying in such a way as MNK is the primary beneficiary. No disrespect intended to PUPs, just that MNK needs to be a competitive DD or is functionally useless. PUP in its present state at least offers unique options via the auto.
All the hand-wringing about SMN is just super lame. The real deal is that BLM's utility in endgame has fallen off a cliff since the GEO nerf and created a vacuum that has had to be filled by other jobs that aren't so dependent on having a raft of buffs/debuffs up in order not to be resisted up the wazoo.
There's also the knock-on effect that gear that was formerly bis (HQ Abju sets) becoming redundant or at the least devalued by their relative lack m.acc compared to more easily obtainable pieces from Omen and even Ambuscade.
I dunno, maybe some of you guys think that the Geo-nerf was a great idea. Personally I think its just been an annoyance and has ultimately resulted in tactics like SMN zerging being developed.
Nerfs suck. Its just bad game-design to try and shape player activity by subtracting options.
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Server: Fenrir
Game: FFXI
Posts: 1001
By Fenrir.Cherrywine 2017-04-25 18:52:11
The Geo nerf was fine because it effected everyone equally. It was less a nerf to Geo as a reshift of core formulas... SE's rationale behind it was pathetic. "We don't test sh*t so, uh, sorry for not listening to any of you/noticing this for 2+ years."
Geo is still needed for everything. But now people have to fit in one or two more buff jobs than before, bringing more to the table.
Nerfs targeted towards one job are dumb. They'd be dumb even if they got them right. But SE regularly shows us that their company motto is to snatch defeat from the jaws of victory.
It is as if they really believe product creation is like the FFXI crafting system... Do the same dumb sh*t 200 times in the hope that the outcome is magically good.
I wonder if they code only facing certain directions/during a certain moon phase... Hence the monthly updates.
Ragnarok.Phuoc
Server: Ragnarok
Game: FFXI
Posts: 354
By Ragnarok.Phuoc 2017-04-25 19:07:47
So let's say they nerf SMN this update, what do you think it would be? i have some ideas that hopefully would shut up ppl:
- Avatar damage is halved by half (big hit) during AC but MP drain from BPs is halved as well (just a cookie so SMNs dont feel bad).
- If you have more than 1 SMN in party using AC, the damage is reduced by a lot (say 75%).
- The enemy build up big resistance against that particular BP if used more than 2 times in a row (this wouldnt hurt apogee JA)
- Make BP drain from BPs cost x2 under AC (this would effectively make a SMN doing 15-20 BPs under AC (if you are taru lol and have convert) do like 10 tops, this one is the most useless since u can just stack more SMNs.
- They force SMNs to stay 5" from the pet under AC status to do the BPs making them vulnerable to aoe severe hits like interference and the like.
- Make am3, AF and AC not stack with each other.
And now some hardcore:
- Total rework of the JA making it something else useless and totally removing the job category and giving SMN something useless instead.
- Massive nerf on volt strike, removing the multi-hit effect update and basically making it useless.
- Under AC, instead of MP the avatar would drain HP of the SMN (this one is kind of weak since other person can just heal you but would be funny if this happened tbh)
What do you think? any other ideas welcome even if they look crazy or whatever lol, i think a small correction in damage would be just enough but this is SE, when they nerf something they just destroy it (hello spur), make you fight next to your pet (hello bst) or make some of your spells suck (hello geo).
Server: Odin
Game: FFXI
Posts: 38
By Odin.Umopepisdn 2017-04-25 19:10:51
If they were to make the delay between BPs under AC more in line with BST ready moves, how would that effect SMN in theory?
Because I could totes see this happening.
Fenrir.Ramzus
Server: Fenrir
Game: FFXI
Posts: 1387
By Fenrir.Ramzus 2017-04-25 19:11:33
i wouldn't be surprised if they made avatar attacks undergo a similar mechanics to nukes where the damage gets reduced if you do a bunch of them in a short period
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10135
By Asura.Sechs 2017-04-25 19:11:52
The real deal is that BLM's utility in endgame has fallen off a cliff Uhm... MB strats still work? We still use them as primary method to kill T4s in Reisen.
They're not as effective as before, more noticeable on some mobs rather than other, they have steeper requirements but... they're pretty much viable?
Server: Odin
Game: FFXI
Posts: 38
By Odin.Umopepisdn 2017-04-25 19:16:39
The real deal is that BLM's utility in endgame has fallen off a cliff Uhm... MB strats still work? We still use them as primary method to kill T4s in Reisen.
They're not as effective as before, more noticeable on some mobs rather than other, they have steeper requirements but... they're pretty much viable?
This^^ We still MB 3 of them and... BLM even tanks the adds on Albumen for utility
Server: Fenrir
Game: FFXI
Posts: 1001
By Fenrir.Cherrywine 2017-04-25 19:17:18
I think the SMN nerf would be like this... Every time a SMN is invited to a party, a BLU gets its wings.
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Bismarck.Dekusutaa
Server: Bismarck
Game: FFXI
Posts: 496
By Bismarck.Dekusutaa 2017-04-25 19:22:52
I can see SMN nerf being multiple SMN bp's having reduced effect, so as to not punish the lone SMN is some group's setup (cough.. ours)
I think the population is such that they really can't afford to alienate entire classes anymore.
A SMN nerf because the GEO nerf caused a chain reaction and a shif tin strat is pretty petty and unfair to SMNs.
I was actually thinking not a nerf with the job adjustments, but that they'd give back the lost Geo magical buff/debuff effectiveness to RDM or some other job.
Server: Odin
Game: FFXI
Posts: 521
By Odin.Geriond 2017-04-25 19:37:56
Personally, I think Astral Conduit should be nerfed in some way (no other SP lets you put out 5+ minutes worth of output into 30 seconds), but buff up some of their support options in exchange, as I think they have some good potential as a second buffer in melee parties.
If Crystal Blessing, Diamond Storm, and Inferno Howl were buffed (in combination with them already having Hastega II), I think they'd have a solid niche as a DD/Support hybrid.
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2017-04-25 19:44:57
Prevent MP recovery from any source during conduit, a la meikyo. Increase blood pact cost by 50-100% during conduit. Still a decent damage rush if used for that, nothing else gets nerfed, still equally useful for things like mewing or squall.
Ragnarok.Inx
Server: Ragnarok
Game: FFXI
Posts: 371
By Ragnarok.Inx 2017-04-25 19:51:59
The real deal is that BLM's utility in endgame has fallen off a cliff Uhm... MB strats still work? We still use them as primary method to kill T4s in Reisen.
They're not as effective as before, more noticeable on some mobs rather than other, they have steeper requirements but... they're pretty much viable?
Greater requirements on support jobs to counteract the increased magic evasion changes party size/balance. This by itself effectively increases the target's HP (both effectively and numerically relatively) and lengthens the fight - which is a significant issue in a couple of instances.
Pre-nerf we burned Schah, Vini, Zerde, and Albumen. But these days Zerde is the sole holdout. Obviously I can't speak to everyone's experience but for our group we found that there's just too many variables to deal with at alliance scale to justify nuking.
We came to this conclusion at a point where we had significant experience with the fights, so I suspect groups new to them will have an even less fun time.
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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