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Reisenjima T4s
Asura.Sechs
Server: Asura
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Posts: 10095
By Asura.Sechs 2017-09-14 09:37:23
We do the wipe/recover method so prefight cor rolls weren't an option. We always do the Wipe/recover strats as well 'cause we're lazy.
Which rolls did you use in-fight? SAM and?
Last time (several months ago) we used SAM and Hunter's, but given how Hunter's would now be completely useless you could skew towards Runeist's?
SUPPOSING that would help furtherly reducing the stick rate of amnesia, that would be a far greater DPS increase than, say, Fighter's (especially considering how skewed towards TA nowadays' TP builds are)
Quote: However, if you do the wipe/recover method then defense is a bigger priority imo unless the dd's are whiffing. so Gallant's.
But we probably gonna be using Idris Wilt probably, so I wonder bout that...
Don't remember how long exactely my Sleep lasts on BRD but it's close to 8 mins iir. If we don't kill Albumen in that time we might as well wipe hahahah xD
Phoenix.Libbien
Server: Phoenix
Game: FFXI
Posts: 314
By Phoenix.Libbien 2017-09-14 09:49:52
Haha yea, my sleeps are in the 7 minute range so you will be fine lol. If i had a cor for 3rd dd id strongly consider going chaos/sam and changing fury to wilt instead of entrusted wilt. It all depends on the group though. This is just what worked for our group, but i can honestly say albumen isn't very stressful anymore so long as you have a yagrush whm for dd pt.
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10095
By Asura.Sechs 2017-09-14 15:44:54
I ended up parsing 77% Acc despite having 1733 accuracy, wut o.o
Meh, he went down in less than 3 mins anyway.
In hindsight, we should've used Bolster from the start lol
Siren.Kyte
Server: Siren
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By Siren.Kyte 2017-09-14 17:50:02
My notes say 1825ish is the accuracy cap for Albumen.
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Server: Leviathan
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By Leviathan.Brotherhood 2017-09-14 18:15:41
Would that make it the highest acc required NM in the game then?
Asura.Sechs
Server: Asura
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By Asura.Sechs 2017-09-14 18:17:27
Oh I was thinking somewhere between 1650 and 1700.
Entrusted Torpor was on! That's -50eva so it's more or less like having 1733+50=1783 Acc.
Let's assume my acc to be ~80% becuse I totally landed several attack turns without Torpor being up yet.
Is this fitting with your math? 1783 acc = ~80% acc with 1825 being ~97%?
Siren.Kyte
Server: Siren
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Posts: 3332
By Siren.Kyte 2017-09-14 18:58:45
That fits yeah. My notes tend to err on the side of caution.
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By Quizzy 2018-05-05 02:52:30
This post is pending moderation.
Can we just get a permaban and be done with it?
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By Hirameki 2018-05-17 11:57:07
Concerning Zerde SMN burn:
Has anyone tried Volt Strike with Ramuh setup, like how you do Schah? I know most people do it the MB flaming crush way, but with that you need a SCH. I want to see if it's possible to have a setup with the fewest people possible.
Thanks.
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By Asura.Inuyushi 2018-05-17 13:12:54
Concerning Zerde SMN burn:
Has anyone tried Volt Strike with Ramuh setup, like how you do Schah? I know most people do it the MB flaming crush way, but with that you need a SCH. I want to see if it's possible to have a setup with the fewest people possible.
Thanks.
It's not Flaime Crush but Meteor Strike. If done right, you don't even need Fusion to burn him down. Just use a Marine Stewpot +1 on all the summoners and make sure the Idris GEO has Malaise up. The SCH is there for stun and the MB damage is nice. But to answer your question, no Volt Strike wouldn't work because it's a Flan. They're resistant to melee damage and take increase magic damage.
By Hirameki 2018-05-17 13:39:45
Concerning Zerde SMN burn:
Has anyone tried Volt Strike with Ramuh setup, like how you do Schah? I know most people do it the MB flaming crush way, but with that you need a SCH. I want to see if it's possible to have a setup with the fewest people possible.
Thanks.
It's not Flaime Crush but Meteor Strike. If done right, you don't even need Fusion to burn him down. Just use a Marine Stewpot +1 on all the summoners and make sure the Idris GEO has Malaise up. The SCH is there for stun and the MB damage is nice. But to answer your question, no Volt Strike wouldn't work because it's a Flan. They're resistant to melee damage and take increase magic damage.
Thanks for the tips! Typo, I mean meteor strike as you corrected me. In term of bubbles, Malaise is all you need with marine stew?
By Brynach 2018-05-17 14:55:15
Asura.Inuyushi said: »Hirameki said: »Concerning Zerde SMN burn:
Has anyone tried Volt Strike with Ramuh setup, like how you do Schah? I know most people do it the MB flaming crush way, but with that you need a SCH. I want to see if it's possible to have a setup with the fewest people possible.
Thanks.
It's not Flaime Crush but Meteor Strike. If done right, you don't even need Fusion to burn him down. Just use a Marine Stewpot +1 on all the summoners and make sure the Idris GEO has Malaise up. The SCH is there for stun and the MB damage is nice. But to answer your question, no Volt Strike wouldn't work because it's a Flan. They're resistant to melee damage and take increase magic damage.
Thanks for the tips! Typo, I mean meteor strike as you corrected me. In term of bubbles, Malaise is all you need with marine stew? It is also worth mentioning that while Meteor Strike works, Flaming Crush is incredibly high damage, and extremely fast and effective.
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By Asura.Inuyushi 2018-05-17 16:37:26
Concerning Zerde SMN burn:
Has anyone tried Volt Strike with Ramuh setup, like how you do Schah? I know most people do it the MB flaming crush way, but with that you need a SCH. I want to see if it's possible to have a setup with the fewest people possible.
Thanks.
It's not Flaime Crush but Meteor Strike. If done right, you don't even need Fusion to burn him down. Just use a Marine Stewpot +1 on all the summoners and make sure the Idris GEO has Malaise up. The SCH is there for stun and the MB damage is nice. But to answer your question, no Volt Strike wouldn't work because it's a Flan. They're resistant to melee damage and take increase magic damage.
Thanks for the tips! Typo, I mean meteor strike as you corrected me. In term of bubbles, Malaise is all you need with marine stew?
Yes, you do not want the GEO in range of Zerde unless he has a killer DT set and someone to help him stay alive. You can have the GEO entrust Langour onto the RUN. Also any stunner works, as long as the have a fast enough client to instantly stun upon spawn. I can never stun it because he uses the move before he even shows up on my screen.
Also as said above this, FC works if you have a good enough set for it. The only draw-back will be that Ifrit has to be in range to use that move. Meteor Strike is a ranged move. So there's no chance that Ifrit will die as he stays by your side. If he's up by Zerde, there's a chance he will die. The FC strat would rely on a perfect stunner stunning every move and having recast timers low enough to always be able to stun. That or there are two stunners perfectly rotating stun. All that to say, most just 5/5 Merit Meteor Strike and only focus on stunning "Just Desserts".
TLDR: 5/5 Merit Meteor Strike, Marine Stewpot +1, Bolster GEO-Malaise, Entrust Indi-Langour, Stun on pop, AF/AC > Win
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Bismarck.Sterk
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By Bismarck.Sterk 2019-08-02 14:18:52
Been working on clearing an Aeonic with a friend with just a THF as solo DD, and we only have Zerde and Vinipata left which are likely going to be pretty difficult with our dual tri-box group (RUN WHM GEO (No Idris) for me, and THF BRD RDM for my friend).
I'm wondering if anyone knows if Zerde has any form of Regain to make a Mewing Lullaby/SA WS strategy viable?
Edit: The answer is yes, he has a lot of Regain.
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Bismarck.Sterk
Server: Bismarck
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By Bismarck.Sterk 2019-08-02 17:17:50
Are you saying you added people for all the other fights or duod them with trusts? No, we did every NM except Zerde and Vinipata so far with both of us triple-boxing as the jobs listed above. Except Erinys and Yakshi which the WHM changed to SMN for for Mewing Lullaby purposes. Mainly just pointed out our setup to try to prevent comments like "it's so easy with BLMs and SMNs, just do that!" which I'm already aware of, but our job selection is a bit limited.
Asura.Shua
Server: Asura
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Posts: 167
By Asura.Shua 2019-08-02 18:14:27
Are you saying you added people for all the other fights or duod them with trusts? No, we did every NM except Zerde and Vinipata so far with both of us triple-boxing as the jobs listed above. Except Erinys and Yakshi which the WHM changed to SMN for for Mewing Lullaby purposes. Mainly just pointed out our setup to try to prevent comments like "it's so easy with BLMs and SMNs, just do that!" which I'm already aware of, but our job selection is a bit limited.
That is not duo.
But nonethless, congrats. I hope you and your friend succeed!
Asura.Eiryl
By Asura.Eiryl 2019-08-02 18:20:12
Two humans = duo.
Bismarck.Sterk
Server: Bismarck
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By Bismarck.Sterk 2019-08-02 18:30:36
Been working on clearing an Aeonic with a friend with just a THF as solo DD, and we only have Zerde and Vinipata left which are likely going to be pretty difficult with our dual tri-box group Not sure where all this confusion is coming from. I never even used the word "duo" to imply 2 characters. Maybe the "THF solo DD" part? But whatever, that's as much interest as I care to give on the matter.
By Shichishito 2019-08-02 18:36:51
Asura.Eiryl
By Asura.Eiryl 2019-08-02 18:40:36
Yes.
It doesn't matter that you control 3 characters in ff7 it's still a single player game. Number of humans. Solo/duo/trio etc. period.
Server: Leviathan
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By Leviathan.Comeatmebro 2019-08-02 18:42:14
not duo, but also not vague and very clearly explained in his first post
Bismarck.Ihinaa
Server: Bismarck
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Posts: 160
By Bismarck.Ihinaa 2019-08-02 18:43:08
Sounds like the start of a boring argument we've had a thousand times over.
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Bismarck.Sterk
Server: Bismarck
Game: FFXI
Posts: 309
By Bismarck.Sterk 2019-08-02 19:35:58
Seems to be possible to kill it with our setup if we can get our GEO to get enough Macc+ and Zerde enough Meva- for our GEO to reliably stun Just Desserts. We only ES Stunned the one on initial pop and the rest got resisted, though our only help to macc was SV Threnody and a Pear Crepe. However, he surprisingly dies pretty fast to melee for a Botulus it seems. We took him down to 60% in something like a minute until he used Just Desserts to spawn adds and basically end the fight. No more attempts today, but will see if Sabo Stymie Frazzle III and Entrust Languor can be the difference to be able to land Stun reliably on my GEO next time.
Bismarck.Nickeny
Server: Bismarck
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By Bismarck.Nickeny 2019-08-02 19:42:57
Why are you eating crepes for macc when stewpots exist especially if you are low manning?
Also what is the geos stun gear looking like?
Bismarck.Sterk
Server: Bismarck
Game: FFXI
Posts: 309
By Bismarck.Sterk 2019-08-02 19:46:00
Because I don't remember the last time I cared to use M.Acc food so I don't know the options available. So much so I don't even know the full name of the stewpot you're talking about.
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Bismarck.Nickeny
Server: Bismarck
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By Bismarck.Nickeny 2019-08-02 19:46:43
Ill see my way out.......
Bismarck.Ihinaa
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Posts: 160
By Bismarck.Ihinaa 2019-08-02 19:50:20
Wow, man, doesn't look like you're ever going to beat that thing.
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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