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Reisenjima T4s
Carbuncle.Stiltz
Server: Carbuncle
Game: FFXI
Posts: 332
By Carbuncle.Stiltz 2017-05-19 14:30:44
I blame California. And Oklahoma. I blame all the drugs in northeast Ohio.
I'm pretty sure the majority of our rain water is a straight mix between heroin and fentanyl around here.
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Asura.Frod
Server: Asura
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By Asura.Frod 2017-05-21 10:39:34
Here we see the average Asura poster, working hard to contribute to the thread.
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Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10134
By Asura.Sechs 2017-05-23 15:44:14
Question about Vinipata.
When he pops, which stance is he on?
I've heard people saying different things like:
1) He's always in Raksha stance on pop
2) He's randomly on Raksha or Yaksha stance on pop
3) He's in a "special" stance with properties of both stances (50% PDT, 50% MDT) until he uses his "xxx: Stance" the first time, then swaps to that specific stance
Who am I to trust?
Server: Leviathan
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By Leviathan.Celebrindal 2017-05-23 15:49:25
Honestly, I never worried about it. If you want him in magic damage, just spam enfeebles, he'll switch. If you want melee damage, don't do more than 2-3 enfeebles from all sources- this includes bard debuffs, elemental enfeebles, anything.
Impact is useful if you quickly want him in magic mode.
Edit- based on observations of our past 3, which were all melee, I can't recall damage being less at the beginning than once he uses an official stance. I'd wager he starts in melee damage mode.
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Asura.Saevel
Server: Asura
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Posts: 9933
By Asura.Saevel 2017-05-23 16:39:53
Question about Vinipata.
When he pops, which stance is he on?
I've heard people saying different things like:
1) He's always in Raksha stance on pop
2) He's randomly on Raksha or Yaksha stance on pop
3) He's in a "special" stance with properties of both stances (50% PDT, 50% MDT) until he uses his "xxx: Stance" the first time, then swaps to that specific stance
Who am I to trust?
He "starts" in neither. He only has a mode when a stance is used.
His AI periodically checks environment conditions and then decides to do a mode change or not.
If target has three or more dispellable buffs -> Mode Change -50% MDT
If self has three or more erasable debuffs -> Mode Change -50% PDT
If he's already in one mode and the conditions for the other mode are present then he'll change to that mode. Essentially it's not possible to "lock" him in -PDT mode by piling debuffs as his trigger for MDT is the target (tank) having three or more dispellable buffs. Instead your tanks need to have less then three dispellable buffs. For ranged / melee strategies, just don't have more then three erasable debuffs on him (flash counts) and he'll never use that mode.
Server: Leviathan
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By Leviathan.Comeatmebro 2017-05-23 16:49:02
2) He's randomly in either raksha or yaksha stance after pop.
Also, a burt PLD can survive fine with only food and cureskin(just cancel sent/rampart/etc immediately after using them and use them during a tp move). The AI doesn't check environmental conditions constantly from what I can tell, the conditions are just checked when using a TP move and he won't select stances if they are not met.
So if using a magic strat, just wait for the first tp move, if its a raksha WS spam debuffs, otherwise bolster and drop it.
Asura.Saevel
Server: Asura
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By Asura.Saevel 2017-05-23 19:21:41
Leviathan.Comeatmebro said: »Also, a burt PLD can survive fine with only food and cureskin(just cancel sent/rampart/etc immediately after using them and use them during a tp move).
Yeah that's what I've seen tank him the most, Burtang + Aegis with DT/HP gear and the PLD is pretty much invincible.
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10134
By Asura.Sechs 2017-05-24 01:53:19
Three posts, first answers 1), second answers 3), third answers 2).
Do I have to use an Ouja Board to know who am I to believe lol? xD
No disrespect meant! I apreciate the input, but I'm still confused lol
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Server: Leviathan
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Posts: 3753
By Leviathan.Celebrindal 2017-05-24 03:26:13
Three posts, first answers 1), second answers 3), third answers 2).
Do I have to use an Ouja Board to know who am I to believe lol? xD
No disrespect meant! I apreciate the input, but I'm still confused lol
My actual stance (swear no pun intended, its late) that it starts is melee mode is based purely on the observations of a RDM who doesn't filter damage- yes I see the numbers, but take it with a grain of salt- I'm not up there dealing damage with only mine in view where a change from opening to an "official" stance would be clearer. In addition, if #2 is the answer, its entirely possible in my limited example of 3 runs we just got "lucky" per se.
Server: Bahamut
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By Bahamut.Alexcennah 2017-06-15 21:14:39
Just a little information: confirmed Erinys aura drops after Calamitous Wind. However, Erinys can take a long time to use it, it has a very wide AoE range, is powerful enough to one-shot most of alliance and worst of all, it makes all adds repop again.
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Server: Leviathan
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Posts: 734
By Leviathan.Brotherhood 2017-06-15 21:29:05
Bahamut.Alexcennah said: »Just a little information: confirmed Erinys aura drops after Calamitous Wind. However, Erinys can take a long time to use it, it has a very wide AoE range, is powerful enough to one-shot most of alliance and worst of all, it makes all adds repop again.
Isn't this the very reason why ppl have used either smn or SA WS methods?
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By Bahamut.Alexcennah 2017-06-15 21:45:19
I know it won't make a difference on how people kill it, I'm saying this more as a curiosity. There are very few reports about how to drop the aura after it going out and I'm filling this gap.
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Valefor.Maurauc
Server: Valefor
Game: FFXI
Posts: 126
By Valefor.Maurauc 2017-06-16 03:04:44
More info if people are interested; I didn't realise Erinys was still not well understood:
Erinys tends to use Calamitous Wind after big spike damage on it when it has its aura up. It will wipe off all buffs, which makes it a pain, but the fight is doable with that.
Once you hit 50%, it will stop using Calamitous Wind to stop its knockback aura. Instead, it will use Vermillion Wind, and the adds gain the ability to get a knockback aura, and are able to use their own Calamitous Wind (looks to be on a timer).
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Asura.Arnan
Server: Asura
Game: FFXI
Posts: 132
By Asura.Arnan 2017-06-26 04:39:17
So i've been back a few weeks from a 6 month or so break and just finished my 1st Aeonic, i'm now on ru'aun stage and i would like to do kirin/WoC melee style, I have joined so many fail PuG SMN T4 runs finishing my last weapon i'd rather set runs up myself and rely on my own DPS also i find SMN method boring as hell.
I've watched quite a few videos on youtube but I am wondering what setup and buffs are required. I plan on throwing as many COR and BRD mule buffs in as possible before the fight but I am mostly wondering about defensive buffs (carols, geo stuff anything like that) are required and how best to set up the parties, I would like to do them with just 1 melee party.
also is there and mechanics/gimmicks i should know about? before i took a break i remember everyone was trying to work out somthing to do with WoC bracelets/1 hour lock, is that still a thing? also i think i remember everyone used to use a petrify screen temp before kirin
Thanks in advance for any help
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By Asura.Ladyofhonor 2017-06-26 05:28:40
You'll want bolstered Idris vex, and maybe also attunement for WoC, otherwise he'll stunlock you. I did a hybrid SMN with me on THF and he impact stream stunlocked me until about 60% since I had to torpor instead of vex for the SMN's. Otherwise 2-3 DD is perfectly fine, just proper melee buffs and good. Only gimmick to add on as a concern to Kirin is he can dread spikes as Kouryu, so either leave a BRD in the fight and watch out to turn, or just consider those lost causes and try again, I guess.
Ragnarok.Phuoc
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By Ragnarok.Phuoc 2017-06-26 08:34:12
Asura.Ladyofhonor said: »You'll want bolstered Idris vex, and maybe also attunement for WoC, otherwise he'll stunlock you. I did a hybrid SMN with me on THF and he impact stream stunlocked me until about 60% since I had to torpor instead of vex for the SMN's. Otherwise 2-3 DD is perfectly fine, just proper melee buffs and good. Only gimmick to add on as a concern to Kirin is he can dread spikes as Kouryu, so either leave a BRD in the fight and watch out to turn, or just consider those lost causes and try again, I guess.
Just bolster indi-torpor/geo-frailty, have a run tank get high thunder resist and pop odyllic after frailty lands, it will die fast.
Edit: Because i missed the last part, after odylic have your SMNs break WoC in half.
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Server: Asura
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By Asura.Ladyofhonor 2017-06-26 15:13:23
Asura.Ladyofhonor said: »You'll want bolstered Idris vex, and maybe also attunement for WoC, otherwise he'll stunlock you. I did a hybrid SMN with me on THF and he impact stream stunlocked me until about 60% since I had to torpor instead of vex for the SMN's. Otherwise 2-3 DD is perfectly fine, just proper melee buffs and good. Only gimmick to add on as a concern to Kirin is he can dread spikes as Kouryu, so either leave a BRD in the fight and watch out to turn, or just consider those lost causes and try again, I guess.
Just bolster indi-torpor/geo-frailty, have a run tank get high thunder resist and pop odyllic after frailty lands, it will die fast.
Edit: Because i missed the last part, after odylic have your SMNs break WoC in half.
Fair point, my buddy has PLD and hasn't yet figured out how to RUN, so this wasn't an option for me.
Bismarck.Indigla
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By Bismarck.Indigla 2017-06-26 22:20:50
Quick question regarding Alubmen, has anyone noticed BRD sleep times becoming random as hell since I would guess the GEO nerf (4~7 mins, from a fully REMA'd BRD) on Albumen's adds? It's giving us a hell of a time clearing as we keep wiping to waking adds that suprise when they wake.
Shiva.Hiep
Server: Shiva
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By Shiva.Hiep 2017-06-26 22:55:31
Our BRD has had that issue sometimes but it's never off by more than 15 seconds, with only 1 waking up early randomly (no MACC buffs/debuffs from COR or GEO). We take the safety route because of this by ES entombing and sleeping 30 seconds to 1 minute from when they're suppose to wake up.
Asura.Sechs
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By Asura.Sechs 2017-06-27 01:20:02
Technically the GEO nerf shouldn't have affected BRD sleeping abilities.
BRD tipically sleeps WITHOUT Languor being applied and tipically WITHOUT Focus either.
You do need Troubadour though, otherwise good luck sleeping them.
Given this scenario, Albumen and adds have actually LESS Meva than they had before the GEO bubbles nerf.
One of the adds randomly waking up before the supposed timer can mean one of these things:
1) Something got *** up in the midcast lua of your BRD and not all gear were correctly swapped (this means ALL adds will wake up sooner than expected)
2) The way your BRD calculates duration has a mistake (this will mean ALL adds waking up at a time different than expected)
3) Your BRD Macc is really really really low for whatever reason (GS ***, your BRD gear sucks etc, this means one add might wake up earlier than expected)
4) Someone accidentally woke one add up with a spell, direct damage action or whatever else but nobody will notice/admit it
5) One add was actually always awake and didn't get hit by the AoE because slightly out of range but nobody noticed (this will usually end up in that add sooner or later using Benediction and waking everything up xD)
Can't think of any other situation but this shouldn't happen any more than it did before the GEO nerf. If anything less, as I explained before.
Make sure your BRD is using Troubadour though. If he's /BLM and using Elemental Seal to sleep them, then yes it's gonna be alas quite common to see random wake up timers.
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Bismarck.Indigla
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By Bismarck.Indigla 2017-06-27 06:06:00
I only mentioned GEO nerf because that's when we started noticing problems. They adjusted mob meva stats then too, was only wondering if they ninja'd a change into Albumen's adds and looking for other group's experience with sleep times currently. We cleared this 7 times prior to the nerf with very predictable 6 min TN sleeps and breakga to set up resleep, but lately it's become impossible because of adds waking up at random times betwen 4 to 7 minutes.
2,4,5 aren't what's happening, but 1 and 3 might be since I'm not sure if her lua changed or not. I don't use GS so I wouldn't know how to resolve that, but I'll try mentioning it.
Asura.Sechs
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By Asura.Sechs 2017-06-27 08:07:05
I only mentioned GEO nerf because that's when we started noticing problems. I had issues myself for one day, right after that GEO nerf patch.
Turned out I *** up my lua calculations when I added the Moonbow Whistle +1, so that was completely a coincidence.
Again, even before the nerf BRDs tipically relied on gear and Troubadour entirely to sleep adds, which means they weren't benefitting from either Languor or Focus.
Following this, Albumen and his adds have LESS meva now (without buffs/debuffs) than they had BEFORE the nerf, so if anything you should be able to sleep more easily than before.
Not sure if they ninjaadusted some monster's stats on a case-by-case situation but I hardly doubt they did. With their instruments it's a very complex thing to do and requires lot of resources, no way they have the people or time to do that imo.
Plus I've killed Albumen multiple times and never had any issue sleeping than I didn't have before the patch already.
Make absolutely sure your BRD didn't change too many things in their lua/gear, that he's not using Elemental Seal etc.
Try that on normal mobs and time-clock durations with Battlemod on (this is crucial, don't take times from timestamps without Battlemod because they're not precise enough without it)
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Asura.Sechs
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By Asura.Sechs 2017-06-27 08:08:05
Oh also make sure adds aren't slept close to Albumen. Not sure if Albumen can perform any action on his adds (should NOT?) but I'm not 100% sure, better be safe than sorry?
Valefor.Maurauc
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By Valefor.Maurauc 2017-06-27 08:27:14
I think Phaeosynthesis hits them all, but as long as it's dispelled off of Albumen himself, it shouldn't have any effect on the fight.
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By Leviathan.Comeatmebro 2017-06-27 08:30:24
I think Phaeosynthesis hits them all, but as long as it's dispelled off of Albumen himself, it shouldn't have any effect on the fight. It actually also gives a gigantic evasion boost that can't be dispelled. If you're using melee, should avoid fighting at night.
Necro Bump Detected!
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Asura.Sechs
Server: Asura
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By Asura.Sechs 2017-09-14 04:35:25
Anybody knows the current (i.e. post the last geo nerf) values of Albumen?
How much acc do you need to cap on it? I assume around 1650?
We've been on break for a long time with my shell and we haven't fought Albumen DD since before the GEO nerf, I'm revising our buffs right now.
With 534acc coming from songs would you even need Hunter's Roll? Don't think so. Arguably you probably don't need Torpor either if each DD has at least 1100 pre buff. (would have to factor the Acc from Vorseals too but not all of us have capped values on that)
With 1211 attack from songs, Bolster Idris Frailty and Dia2, would you even need Bolster Idris Fury? I don't think so, Entrusted Fury should be enough, probably not even that.
Curious to read other opinions but I think the buff set we used back then is way too much for nowadays' requirements. Think I might swap some buffs around for more meva/more defense I guess.
Phoenix.Libbien
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By Phoenix.Libbien 2017-09-14 06:29:07
We just wrapped up another round and all we used for acc was SV honor march and 2x mads with nq neck so 1 short of capped. Not sure if the dd's used acc food, but we didn't have any troubles. As for atk I couldn't say, but we saved bolster for the 50% mark (used 2 geos so only had fury, frailty, vex, attune, and entrusted barrier/wilt). Our biggest issue was amnesia despite idris vex/attune, capped barfira/amnesia, and 2x SV fire carols. In hind sight I probably should have staggered the bolsters, but amnesia screens to start the fight was enough anyways.
Asura.Sechs
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By Asura.Sechs 2017-09-14 09:04:16
I don't remember how long it took us to kill Albumen on our last kill pre-geo nerf, but pretty confident it was more than 3 mins, so that's a good point, saving Bolster for later.
Would Evasionist's roll have helped to furtherly reduce the chance of amnesia to stick? Or at that point do you have so much Meva that adding even more won't make a difference?
Really wonder about that.
Thanks for the feedback provided btw. Think I'll totally avoid IdrisBolsterTorpor and Hunter's roll completely. Maybe just an entrusted (gimp) Torpor just to feel safe.
Phoenix.Libbien
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By Phoenix.Libbien 2017-09-14 09:30:59
We do the wipe/recover method so prefight cor rolls weren't an option. The only actual cors we have were needed on brd and tank so couldn't say for meva roll. However, if you do the wipe/recover method then defense is a bigger priority imo unless the dd's are whiffing. Our last kill was smooth using...
Whm brd geo dd x3
Run run geo brd whm
Both of our brds are 4 song and both geos are idris. We did fire carol x2 earth/dark/ice carol x1 each on both pts and honor, 2x mads, 2x minuets on dd pt. Didn't bother swapping dd buff brd to conserve time for nitro. Those songs plus the bubbles i said earlier were plenty. Our dd's were 2 blu's and a drk and they wrecked it. It might not be the fastest method, but it's a fairly safe fight. Amnesia screen nearly got us to 50% when the geos bolstered so I'd definitely suggest holding off on bolster because under 50/25% the fight gets much tougher and it needs to die asap. I have only needed to resleep adds with carn and CC going once due to a dd dying, but i do ask 1 blu to come /blm and set entomb just in case.
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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