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Reisenjima T4s
Odin.Taffy
Server: Odin
Game: FFXI
Posts: 79
By Odin.Taffy 2017-05-01 13:52:23
Leviathan.Comeatmebro said: »And those skilled, diehard SMNs will still be able to make it work after AC zergs cease to be a thing. The only people who are going to be suffering are the ones who threw everything they could at getting apogee/nirvana to jump on the bandwagon without actually learning the job or building the other related sets.
The bandwagoners helped me pay for my Annhilator and Yagrush though via Elan Strap +1 sales going from 2-3 a month to 20-30 a month! So they did help the community somewhat :)
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Server: Asura
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Posts: 139
By Asura.Boogerballs 2017-05-01 14:38:19
1st off they never said they are nerfing smn and 2nd even if they do the good linkshells will be fine since there are more jobs in the game other than smn
By Ruaumoko 2017-05-01 14:48:18
Asura.Boogerballs said: »1st off they never said they are nerfing smn and 2nd even if they do the good linkshells will be fine since there are more jobs in the game other than smn I'm pretty confident that at least one of the adjustments due in the next few days is a SMN nerf of some description. When the JP players are kicking up this much of a storm about it on the official forums then you'd bet your bottom dollar that SE is on it.
It'll be nice to not see the majority of shouts for all content requesting SMN.
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Asura.Saevel
Server: Asura
Game: FFXI
Posts: 9914
By Asura.Saevel 2017-05-01 14:54:59
Asura.Boogerballs said: »there are more jobs in the game other than smn
Last time I looked weren't you guys selling Aeonics for a few hundred million and using the SMN AC zerg method to do it?
Server: Bahamut
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By Bahamut.Boogerballs 2017-05-01 15:07:13
Asura.Boogerballs said: »there are more jobs in the game other than smn
Last time I looked weren't you guys selling Aeonics for a few hundred million and using the SMN AC zerg method to do it?
we are, and will continue even if this nerf happens. we have other jobs to fall back on.
Server: Bahamut
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By Bahamut.Boogerballs 2017-05-01 15:09:49
Asura.Boogerballs said: »1st off they never said they are nerfing smn and 2nd even if they do the good linkshells will be fine since there are more jobs in the game other than smn I'm pretty confident that at least one of the adjustments due in the next few days is a SMN nerf of some description. When the JP players are kicking up this much of a storm about it on the official forums then you'd bet your bottom dollar that SE is on it.
It'll be nice to not see the majority of shouts for all content requesting SMN.
i agree that its very likely there will be a smn nerf, but since they havent specifically said anything all this smn nerf crap is invalid. personally idc if they nerf it. ill be out a few hundred mil but i wont have to continue jping this job so ill count it as a win lol
Asura.Saevel
Server: Asura
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Posts: 9914
By Asura.Saevel 2017-05-01 15:12:46
Bahamut.Boogerballs said: » personally idc if they nerf it.
Bahamut.Boogerballs said: »ill be out a few hundred mil
IDK man sounds like you do.
Ragnarok.Inx
Server: Ragnarok
Game: FFXI
Posts: 371
By Ragnarok.Inx 2017-05-01 15:22:14
SMN contributes just fine in the context I mentioned, which is far from a zerg strat and doesn't even require a RUN.
Getting kinda tiresome seeing the same posters pushing a narrative where one, flaky strategy is the only reason why you'd ever want SMN to dd in an endgame situation.
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Server: Asura
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By Asura.Boogerballs 2017-05-01 15:29:29
Bahamut.Boogerballs said: » personally idc if they nerf it.
Bahamut.Boogerballs said: »ill be out a few hundred mil
IDK man sounds like you do.
you know me saevel, i hate it when ppl pre-emptively get all pissy because of something that may or may not happens
By Blazed1979 2017-05-01 15:32:52
Change thread title to F U SMN
Server: Asura
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By Asura.Boogerballs 2017-05-01 15:42:07
might as well lol
Fenrir.Jumeya
Server: Fenrir
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Posts: 155
By Fenrir.Jumeya 2017-05-01 16:12:10
We've had some rather good use of SMN as a -enmity (Carbuncle) / Crimson Howl etc buffer for RNG parties rotated in after Bard stuffs.
For Albumen, 3 Rangers + Cor DPS seem to be ample in a 18 man pt (With full buffs etc), managing hate (Due to hate reset) is the only real challenge in that case, however Bard + Geo + barspells + double RUN tank only ever, so temporarily, lose hate once in the fight.
The third party is really just add handling / misc extra and a COR for peace of mind on E.seal reset.
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 9914
By Asura.Saevel 2017-05-01 16:35:07
Asura.Boogerballs said: »Bahamut.Boogerballs said: » personally idc if they nerf it.
Bahamut.Boogerballs said: »ill be out a few hundred mil
IDK man sounds like you do.
you know me saevel, i hate it when ppl pre-emptively get all pissy because of something that may or may not happens
Oh it's happening, we just don't know in what way and to what extent. Personally I really hope it's just a nerf to AC zerging and it leaves SMN in general able to do their think and still be effective. SE has a hit and miss record for these things though.
Asura.Fiv
Server: Asura
Game: FFXI
Posts: 356
By Asura.Fiv 2017-05-01 16:53:25
SE has a hit and miss record for these things though. Ironically a SMN nerf, as in perfect defense, is the only nerf i can think of that wasn't overly heavy handed or resulting in the job being left out of current content at the time. Im sure theres others though....
I mean i doubt they would modus veritas it at this stage of the game.
Server: Bahamut
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Posts: 201
By Bahamut.Boogerballs 2017-05-01 17:03:56
Asura.Boogerballs said: »Bahamut.Boogerballs said: » personally idc if they nerf it.
Bahamut.Boogerballs said: »ill be out a few hundred mil
IDK man sounds like you do.
you know me saevel, i hate it when ppl pre-emptively get all pissy because of something that may or may not happens
Oh it's happening, we just don't know in what way and to what extent. Personally I really hope it's just a nerf to AC zerging and it leaves SMN in general able to do their think and still be effective. SE has a hit and miss record for these things though.
by doing anything to conduit (which most players want), they will make smn useless except for the few unique buffs it gets. if they do nerf it, i think its going to be the opposite of the mnk buff. they will probably shave like 5 sec off of conduit or something so they "nerf" it but still makes it working as intended,
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By Asura.Boogerballs 2017-05-01 17:04:41
Bahamut.Boogerballs said: »Asura.Boogerballs said: »Bahamut.Boogerballs said: » personally idc if they nerf it.
Bahamut.Boogerballs said: »ill be out a few hundred mil
IDK man sounds like you do.
you know me saevel, i hate it when ppl pre-emptively get all pissy because of something that may or may not happens
Oh it's happening, we just don't know in what way and to what extent. Personally I really hope it's just a nerf to AC zerging and it leaves SMN in general able to do their think and still be effective. SE has a hit and miss record for these things though.
by doing anything to conduit (which most players want), they will make smn useless except for the few unique buffs it gets. if they do nerf it, i think its going to be the opposite of the mnk buff. they will probably shave like 5 sec off of conduit or something so they "nerf" it but still makes it working as intended,
keep in mind, smn isnt good ourside of conduit so idk why ppl keep bitching
By Sylph.Cherche 2017-05-01 17:17:15
Large bursts of hate free damage and party buffs is bad? Seems legit.
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Asura.Xijaah
Server: Asura
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By Asura.Xijaah 2017-05-01 17:17:43
Leviathan.Comeatmebro said: »And those skilled, diehard SMNs will still be able to make it work after AC zergs cease to be a thing. The only people who are going to be suffering are the ones who threw everything they could at getting apogee/nirvana to jump on the bandwagon without actually learning the job or building the other related sets. I completely agree.
Asura.Topace
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By Asura.Topace 2017-05-01 17:35:32
All this chatter about smn. #MakeMNKViableAgain.
Ragnarok.Phuoc
Server: Ragnarok
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By Ragnarok.Phuoc 2017-05-01 17:42:48
Outside the possible options i mentioned in a post some pages ago here, my bets are on limit the number of BPs u can do under conduit (say 5 or 10) or make the mob resist avatar damage after say 2 or 3 BPs in a short period of time, making AC kind of pointless for DD purposes.
Ragnarok.Ejiin
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Posts: 528
By Ragnarok.Ejiin 2017-05-01 17:53:42
SMN contributes just fine in the context I mentioned, which is far from a zerg strat and doesn't even require a RUN.
Getting kinda tiresome seeing the same posters pushing a narrative where one, flaky strategy is the only reason why you'd ever want SMN to dd in an endgame situation.
Is your argument seriously conduit burning is "just fine" even though you claim your LS hasn't used conduit burn to get any clears, but does use SMN? Why would it even matter if they nerf conduit when you seemingly do just fine without it?
The only argument I can understand is that SE might go too far and MNK the ***out of SMN, but leaving conduit the way it is would be far more harmful to the future of the game. And like a few people have said already, any group worth a damn will still be able to get clears without crutching so hard on SMN.
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Bismarck.Dekusutaa
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Posts: 496
By Bismarck.Dekusutaa 2017-05-01 18:16:27
Speaking as a SMN im fine if it is nerfed reasonably but a few comments upthread complaining about shouts always requesting SMNs seem to forget lots of shouts also request GEO WHM and PLD yet they are happy SMN might now be dropped.
Seems like there is a lot of unwarranted hate at SMN considering weve been pretty ***dps for much pf ffxi's history and was primarily used as a one trick pd *** pre-adoulin
By Sylph.Cherche 2017-05-01 18:22:57
GEO PLD and WHM aren't competing with a dozen other jobs for the same slot.
Bismarck.Dekusutaa
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By Bismarck.Dekusutaa 2017-05-01 18:35:02
GEO PLD and WHM aren't competing with a dozen other jobs for the same slot.
That is SMN's problem how?
Blame SE if your DD job doesn't get invited anymore.
By Sylph.Cherche 2017-05-01 18:43:58
Everyone is complaining to SE. And SE is presumably fixing their blunder.
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By Fenrir.Cherrywine 2017-05-01 19:08:04
SE fixes things like a vet fixes things. A little snip snip and... Oh, it doesn't work anymore. Oops.
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By clearlyamule 2017-05-01 19:26:03
Fenrir.Cherrywine said: »SE fixes things like a vet fixes things. A little snip snip and... Oh, it doesn't work anymore. Oops. Hey guys how do we make it harder for avatars to hit max dmg on high level stuff.... well we could bring back the dlvl penalty. Brilliant!
Asura.Saevel
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By Asura.Saevel 2017-05-01 19:27:33
Bahamut.Boogerballs said: »by doing anything to conduit (which most players want), they will make smn useless except for the few unique buffs it gets.
That shows your not a career SMN. SMN is pretty bad *** in general, it's got great safe hate free damage. If a SMN's pet gets obliterated by an AoE, they just resummon, no silly timers necessary. They can stay at a very safe distance doing everything they need to do. SMN has both physical and magical attacks that can make a variety of SC's and even the ability to burst for high damage on those skillchains, then their buffs are tossed on top of that with nice layer of Avatars Favor. Players who explore all it's options will find out they can do a ***ton of stuff, it's just not a zerg job, well wasn't a zerg job. You would use SMN for the same reasons you'd use Relic RNG, except in this case if the summoner or their pet dies it's no biggie as weakness doesn't effect them.
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By Bahamut.Boogerballs 2017-05-01 19:45:49
Bahamut.Boogerballs said: »by doing anything to conduit (which most players want), they will make smn useless except for the few unique buffs it gets.
That shows your not a career SMN. SMN is pretty bad *** in general, it's got great safe hate free damage. If a SMN's pet gets obliterated by an AoE, they just resummon, no silly timers necessary. They can stay at a very safe distance doing everything they need to do. SMN has both physical and magical attacks that can make a variety of SC's and even the ability to burst for high damage on those skillchains, then their buffs are tossed on top of that with nice layer of Avatars Favor. Players who explore all it's options will find out they can do a ***ton of stuff, it's just not a zerg job, well wasn't a zerg job. You would use SMN for the same reasons you'd use Relic RNG, except in this case if the summoner or their pet dies it's no biggie as weakness doesn't effect them.
what do u mean no silly timers? yeah smn can resummon but they are still bound by 20 second BP timers outside of conduit. also if your pet dies, it still takes time to resummon it. that ticks down conduit. i figure 1 second to summon, another to assault + another 4-5 for the dumb *** to get weird with whatever walking path it decides to take. so in reality u have like 23 seconds to spam whatever you can. also what if the pet get enfeebled? thats more time thats added. smn isnt as powerful as you would like to think. still bound by timers and other gay ***like everyone else
Bismarck.Dekusutaa
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By Bismarck.Dekusutaa 2017-05-01 19:50:52
If pet dies during conduit, unless you get a very lucky quick magic proc, the conduit is wasted.
People fail to realize conduit window is very small, it's very good for a quick burst to kill off something and it's power in T4 is the cumulative effect of many SMNs doing a short burst of spike.
So the most reasonable thing for me to see them do is do some kind of a nerf on how conduit BP damage is calculated if multiple bps are stacked on top of each other.
I should note that nerfing solo SMN conduit would be gravely unfair and unbalancing as many smaller low man groups rely on their 1 SMN to do dmg. Nerf a bunch of SMNs spamming it, sure, just like how they nerfed Black mages spamming black magic back in the day.
But I'd be less agreeable if they just straight up nerfed SMN abilities.
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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