|
Reisenjima T4s
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10094
By Asura.Sechs 2016-06-09 06:11:23
WoC is another good example. Pretty confident there's some convoluted way to get at least a small degree of control over the fight.
We just don't know this and many other things for the reason I listed before.
Player base has shrunk, people don't wanna test things anymore, once a reliable method is found people just stick to that instead of trying to spend nights and nights and weeks testing different approaches.
I can honestly totally underestand that and I'm confident we all can.
At the same time though that's probably the reason why we aren't finding the "original" ways to defeat these NMs.
In the end though, why should we care? As long as we can defeat them one way or another, who cares how? And yeah, this is exactely why I said I'm not complaining.
I was just saying I doubt it's the way SE meant those NMs to be defeated, at least for many of them.
[+]
Server: Bahamut
Game: FFXI
Posts: 665
By Bahamut.Vinedrius 2016-06-09 07:19:15
theres alot we just simply don't know about these NMs. Look at WoC. Thats basically a blind zerg for some groups. But there clearly intended to be some kind of strategy to prevent the 1hours as so many people try to lock them.
Isn't the way already discovered? Nuking with the element of the current day (or was it the element strong to the current day?) for a chance to white proc it which locks the possible 1 hours. I think the problem is the chance is too low that it boils down to a blind MB zerg fight regardless.
By Verda 2016-06-09 08:14:12
The other problem with doing that is if you lock the wrong one hours, then the undesirable one have more chance to happen, not less and since people proc it by spamming the element both before and after, you're actually more likely to make him do multiple of the 1 hours you don't want to see :/ lol
[+]
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10094
By Asura.Sechs 2016-06-09 08:36:48
Bahamut.Vinedrius said: »Isn't the way already discovered? Nuking with the element of the current day (or was it the element strong to the current day?) Yes and no.
Your post represents perfectly the current situation.
We know it's "somehow" related to nuking of a specific element at the right times having a chance to "proc" WoC and inhibit his ability to use one or multiple SP abilities for a certain amount of time.
But the DETAILS of how that works are missing, and people have just been throwing pretty much random T1 nukes in the hope it works. Sometimes it does hey! Can't hurt to do it, after all some jobs stand there doing nothing.
But you're confirming exactely what I was trying to say (is it element of the day? is it element weak against the day? Strong? Is it element of a specific JA? Does it last all of the fight? Does it block a single SP? A group? All of them? etc etc, we know no details)
[+]
Forum Moderator
Server: Sylph
Game: FFXI
Posts: 6115
By Sylph.Shadowlina 2016-06-09 08:56:50
I think the only NM that we currently kill the correct intended way is probably Kirin v2. Simply because theres 2 working strats for that fight. SMN style and BLM style.
But Other NMs we don;t know hyper details about include say Schah with the pawns. We know "Checkmate" exists, but the issue is consistence.
I've not heard of people trying Eryins other ways than the current way. Oh Wait I've seen the same strat but instead of THFs it's BSTs. (That does work i've seen it first hand).
The T3 Tree in Reisen there is a way to proc it. I have seen it multipul times being proced and the aura being removed But the specifics i do not know.
I heard and read things about procing Old Shuck, but i believe it's related to SAM if im not wrong? and WSing.
Further proving that so much stuff we lack details.
[+]
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 9913
By Asura.Saevel 2016-06-09 09:10:22
I've not heard of people trying Eryins other ways than the current way. Oh Wait I've seen the same strat but instead of THFs it's BSTs. (That does work i've seen it first hand).
Eryins would be functionally impossibly any other way then how we do know due to it's knockback Aura. I was just saying I doubt it's the way SE meant those NMs to be defeated, at least for many of them.
Honestly I don't think SE even has a "planned method" for how we're supposed to fight these. They just take a difficult NM family, give in obscene stats and then toss in some adds or other "gotcha" mechanic and call it a day. As players we are constantly looking for ways to circumvent those "gotcha" mechanics, sometimes there is a built in way to avoid it, most of the time we just ignore it entirely.
Fenrir.Jumeya
Server: Fenrir
Game: FFXI
Posts: 155
By Fenrir.Jumeya 2016-06-09 09:11:25
For the tree, elemental weapon skills remove the aura, but our findings are inconsistent. It might have something to do with the day, or element of the elemental WS, but it is definitely elemental WS. Some fights we can remove cordon of apathy several times as it puts it up. Others it simply stays up no matter how many WS we throw at it. Since it's pretty much always mostly mages, the WSs used are light or earth based.
Sylph.Braden
Server: Sylph
Game: FFXI
Posts: 397
By Sylph.Braden 2016-06-09 11:48:09
But Other NMs we don;t know hyper details about include say Schah with the pawns. We know "Checkmate" exists, but the issue is consistence.
We do know Schah though. There's no checkmate thing, he just has a number of each add that can spawn and can only have one of each mob up at a time.
Bhata: 7 total. First at 29:30, subsequent pops 0:48 after last death.
Ashva: 2 total. First at 29:00, second 0:48 after first death.
Gaja: 2 total. First at 28:30, second 1:18 after first death.
Ratha: 2 total. First at 28:00, second 1:18 after first death.
Mantri A: 1 total. Spawns at 27:00.
Mantri B: Probably capped at 7, spawns about 2:10-15 after a Bhata pop if said Bhata is left alive that long. A new Bhata will spawn around 40 seconds after this thing pops. I guess this is the only unknown 'cause no one is gonna deal with the mistake of having two Mantri up.
Don't think there's anything important unknown about Onchy/Vini/Albumen/Teles, unless people are desperate for a trick to stop adds from spawning on the first three.
[+]
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2016-06-09 13:07:43
A group had a Schah fight where adds stopped popping significantly before they were exhausted, they called it a 'checkmate thing'. It could've been a bug, or it could be a mechanic we have yet to understand.
Fenrir.Ramzus
Server: Fenrir
Game: FFXI
Posts: 1387
By Fenrir.Ramzus 2016-06-09 13:27:37
We've yet to replicate what we did. I'm more inclined to believe it was a bug at this point since literally no other group has reported the behavior. The only significant things I can think that we did were
1) Nuke the same day of the element
2) Kill them in the order they spawned
3) Kill them before the next add could spawn
We've done 1/2 multiple times after that, but I can't recalled if we've killed adds fast enough before the next one could spawn (except for the first Bhata). I want to say we have though since we bring 2 RUNs and a COR to reset them for like 12 total gambit+raykes
Fenrir.Snaps
Server: Fenrir
Game: FFXI
Posts: 1139
By Fenrir.Snaps 2016-06-09 14:19:59
Chalking it up to a bug is somewhat hasty. We went months without knowing how Golden Kist works because we didn't need to. You can say the same thing about Schah and nearly every other Helm NM. People do what they know works. There are mechanics that we don't understand and that we will possibly never understand because of this.
Quetzalcoatl.Trulusia
Server: Quetzalcoatl
Game: FFXI
Posts: 1132
By Quetzalcoatl.Trulusia 2016-06-09 14:56:13
]
Eryins would be functionally impossibly any other way then how we do know due to it's knockback Aura.
There are actually a few ways to get around it. You can get inside of the NM and totally avoid it's aura, but it's a pain in the *** to get there.
The other method I suspect is how SE actually wants it killed. Just shoot it with Rangers. He does nothing dangerous at all, he is super easy to tank and heal, even with his aura up. You can floor plant bubbles behind him to drop enfeebles on him, or just have the geos use indi debuffs and use geo spells for buffs.
[+]
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 9913
By Asura.Saevel 2016-06-09 15:02:09
Quetzalcoatl.Trulusia said: » Just shoot it with Rangers
They'll never hit and when they do hit they won't do any damage.
I think you greatly underestimate how obscene the stats are on these NM's.
[+]
Fenrir.Ramzus
Server: Fenrir
Game: FFXI
Posts: 1387
By Fenrir.Ramzus 2016-06-09 15:12:22
Chalking it up to a bug is somewhat hasty. We went months without knowing how Golden Kist works because we didn't need to. You can say the same thing about Schah and nearly every other Helm NM. People do what they know works. There are mechanics that we don't understand and that we will possibly never understand because of this.
I'm not saying it is a bug, I just think that it's probably more likely than not. There's no reason to not try and replicate it anyway since it falls in line with the way we normally kill it
Quetzalcoatl.Trulusia
Server: Quetzalcoatl
Game: FFXI
Posts: 1132
By Quetzalcoatl.Trulusia 2016-06-09 15:27:32
Quetzalcoatl.Trulusia said: » Just shoot it with Rangers
They'll never hit and when they do hit they won't do any damage.
I think you greatly underestimate how obscene the stats are on these NM's.
Considering we are one of the few LSes that actually uses jobs that have to have accuracy to actually hit, and the attack to do damage... I'd wager I have a better idea that just about anyone else.
With no dispels or any other *** to deal with, it's actually not that terrible for Rangers to be able to hit this NM. Do you still need a cadre of support? Sure, but it's perfectly doable.
[+]
Fenrir.Snaps
Server: Fenrir
Game: FFXI
Posts: 1139
By Fenrir.Snaps 2016-06-09 16:04:09
In regards to Erinys, the only attempt I remembering reading about said 1600+ accuracy yielded a 5% hit rate. That said, 1600 isn't even close to the max accuracy a RNG could obtain. I think we were able to cap attack with BoG frailty + attack roll but I can't be certain. It can use Calamitous Wind though so it's not a pushover in regards to damage done to you.
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 9913
By Asura.Saevel 2016-06-09 23:47:44
Quetzalcoatl.Trulusia said: »Considering we are one of the few LSes that actually uses jobs that have to have accuracy to actually hit, and the attack to do damage... I'd wager I have a better idea that just about anyone else.
You are saying that you use melees / rangers on Helm T4's? T3's I know can be done but T4's have several hundred more evasion then T3's, north of 2000 to go along with their obscene defense.
Quetzalcoatl.Trulusia
Server: Quetzalcoatl
Game: FFXI
Posts: 1132
By Quetzalcoatl.Trulusia 2016-06-10 00:15:50
Quetzalcoatl.Trulusia said: »Considering we are one of the few LSes that actually uses jobs that have to have accuracy to actually hit, and the attack to do damage... I'd wager I have a better idea that just about anyone else.
You are saying that you use melees / rangers on Helm T4's? T3's I know can be done but T4's have several hundred more evasion then T3's, north of 2000 to go along with their obscene defense.
Yup, I briefly posted about it in this thread. Eryins has about the same evasion and DEF as Teles, so it's close to 1950. I posted closer numbers somewhere else, but it wasn't this thread. Falkirk made a handy dandy chart of accuracy requirements also, but I don't know where that is anymore either >.>
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 9913
By Asura.Saevel 2016-06-10 01:00:10
Quetzalcoatl.Trulusia said: »Quetzalcoatl.Trulusia said: »Considering we are one of the few LSes that actually uses jobs that have to have accuracy to actually hit, and the attack to do damage... I'd wager I have a better idea that just about anyone else.
You are saying that you use melees / rangers on Helm T4's? T3's I know can be done but T4's have several hundred more evasion then T3's, north of 2000 to go along with their obscene defense.
Yup, I briefly posted about it in this thread. Eryins has about the same evasion and DEF as Teles, so it's close to 1950. I posted closer numbers somewhere else, but it wasn't this thread. Falkirk made a handy dandy chart of accuracy requirements also, but I don't know where that is anymore either >.>
Quoting the LS lead POIDH, or in your case video.
Quetzalcoatl.Trulusia
Server: Quetzalcoatl
Game: FFXI
Posts: 1132
By Quetzalcoatl.Trulusia 2016-06-10 07:34:19
Quoting the LS lead POIDH, or in your case video.
K.
YouTube Video Placeholder
YouTube Video Placeholder
YouTube Video Placeholder
Those are all fights where we have to calculate evasion and figure out the accuracy requirements for a capped hit rate, so we are well aware of what is needed. Rangers can actually get a good deal more native accuracy than Familiars, and can also actually be buffed. Eryins is the only one worth doing it on though.
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 9913
By Asura.Saevel 2016-06-10 09:09:20
Umm no you can't. ~1600 is possible with all the acc buffs in the game, that's exactly how people melee the T3's. BST's have access to a percentage accuracy boost, percentage being the critical part. They can raise their pets accuracy by 300~400, something nobody else can do, which when paired with Torpor and Distract III enables them to hit the 2000 evasion NMs. Your thief, with all that done, would still be 200~300 accuracy shy, a RNG would be 100~200 shy.
I've looked long and hard at possibly meleeing the T4's with BLU's and I always come up short in the accuracy department. 1700~1800 is about the highest that can be reliably hit and that's with HQ abjurations, Hunters, Honor March + Madrigals, Precision and lots of Vorseals with Blessing of Fortitude and Sushi. It still falls short of what's needed for T4's.
What Trulusia is deliberately leaving out is that Run Wild's accuracy boost applies to Vorseals, Food, Drachen's and every form of +accuracy they use. The Evasion down is standard Idris Torpor and Distract III. RW spam is what enables BST's to do all that crazy stuff not Familiar spam and Super Revit's still reset RW's timer.
Server: Asura
Game: FFXI
Posts: 2666
By Asura.Ladyofhonor 2016-06-10 09:14:38
Umm no you can't. ~1600 is possible with all the acc buffs in the game, that's exactly how people melee the T3's. BST's have access to a percentage accuracy boost, percentage being the critical part. They can raise their pets accuracy by 300~400, something nobody else can do, which when paired with Torpor and Distract III enables them to hit the 2000 evasion NMs. Your thief, with all that done, would still be 200~300 accuracy shy, a RNG would be 100~200 shy.
I've looked long and hard at possibly meleeing the T4's with BLU's and I always come up short in the accuracy department. 1700~1800 is about the highest that can be reliably hit and that's with HQ abjurations, Hunters, Honor March + Madrigals, Precision and lots of Vorseals with Blessing of Fortitude and Sushi. It still falls short of what's needed for T4's.
What Trulusia is deliberately leaving out is that Run Wild's accuracy boost applies to Vorseals, Food, Drachen's and every form of +accuracy they use. The Evasion down is standard Idris Torpor and Distract III. RW spam is what enables BST's to do all that crazy stuff not Familiar spam and Super Revit's still reset RW's timer.
I think you should recheck your math, then.
My THF currently can get 1289 mainhand acc not in escha. And I'm pretty sure your BLU can break 1400. But lets go with my 1300.
Food~ 100
Vorseals with blessing (can be higher, this is my value)~ 160
Torpor/Precision~ 200
Distract 3~ 100
That's 1860. There are no bards or corsairs in play here, and I'm on a THF. Also not counting boost dex or indi-dex, or ambush, conspirator, swordplay, aggressor, etc.
Forum Moderator
Server: Excalibur
Game: FFXIV
Posts: 25993
By Anna Ruthven 2016-06-10 11:12:02
Keep it civil or I'm going to start throwing people out of here.
Forum Moderator
Server: Sylph
Game: FFXI
Posts: 6115
By Sylph.Shadowlina 2016-06-10 11:16:12
Thanks Kojo. (>’-’<)
Fenrir.Snaps
Server: Fenrir
Game: FFXI
Posts: 1139
By Fenrir.Snaps 2016-06-10 13:36:43
Asura.Ladyofhonor said: »Umm no you can't. ~1600 is possible with all the acc buffs in the game, that's exactly how people melee the T3's. BST's have access to a percentage accuracy boost, percentage being the critical part. They can raise their pets accuracy by 300~400, something nobody else can do, which when paired with Torpor and Distract III enables them to hit the 2000 evasion NMs. Your thief, with all that done, would still be 200~300 accuracy shy, a RNG would be 100~200 shy.
I've looked long and hard at possibly meleeing the T4's with BLU's and I always come up short in the accuracy department. 1700~1800 is about the highest that can be reliably hit and that's with HQ abjurations, Hunters, Honor March + Madrigals, Precision and lots of Vorseals with Blessing of Fortitude and Sushi. It still falls short of what's needed for T4's.
What Trulusia is deliberately leaving out is that Run Wild's accuracy boost applies to Vorseals, Food, Drachen's and every form of +accuracy they use. The Evasion down is standard Idris Torpor and Distract III. RW spam is what enables BST's to do all that crazy stuff not Familiar spam and Super Revit's still reset RW's timer.
I think you should recheck your math, then.
My THF currently can get 1289 mainhand acc not in escha. And I'm pretty sure your BLU can break 1400. But lets go with my 1300.
Food~ 100
Vorseals with blessing (can be higher, this is my value)~ 160
Torpor/Precision~ 200
Distract 3~ 100
That's 1860. There are no bards or corsairs in play here, and I'm on a THF. Also not counting boost dex or indi-dex, or ambush, conspirator, swordplay, aggressor, etc.
Distract III caps at 90 although with Saboteur and Leth. Gantherots +1 you can push this up to 201. Regardless, Saevel's math is still way off.
[+]
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.
|
|