So before the update went live, I took a break but I still recall SE saying progress would be saved (Killed 3/4 think i missed Sandy). However,despite killing the last bosses prior to the weapon augment update Oboro just wants 10k JP >.<.
I assume I need to find a group again to at least kill a fetter to get the mask which would auto complete due to having kills logged? Gonna be a pain since demon medals are worthless so people are back to farming >.>;
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also where do people fight the quadav boss in bastok? and windy?
Just getting into killing the wave 2 bosses, only beat the jeuno one so far keeping rng/mages on the bridge by MH
Is there anywhere you can fight halphas that supports don't get aoe'd?
Short answer no.
Long answer, one of his attacks has a 25 foot range that hits everything up and down and whatever. If you can cast on him or anyone near him then your in range of his mega alliance buster physical attack. The best way we've found is to have double BRD rotations do some defense songs, a GEO in each party with barrier up and the mages standing within the bubble range. With that much defense his attack doesn't hit nearly as hard and you can power through him for a fast fight.
also where do people fight the quadav boss in bastok? and windy?
Just getting into killing the wave 2 bosses, only beat the jeuno one so far keeping rng/mages on the bridge by MH
Bastok we tank the boss here
at the mog house.
We use 2 bards and 10 songs.
Honor March, Victory March
Blade & Sword Madrigal
Valor Minuet 5 & 4
Earth Carol 2 & 1
Scherzo & Dirge
We do normal songs from 100 -> 55% we do this for all bosses and use a similar song setup for all 4 zones, rotating out our carols only for either other elemental resistances for stun or pushing more damage with Minuet 3 & Etude however with bolster frailty, dia 3 light shot and ageha/armor break I don't think we're picking up much extra damage from the added minuets.
With barstonra at 225+ potency from a whm and the two carols you should almost always resist the petrify, the two marches compensate the slow aura and should allow you to remain at haste cap.
Edit: forgot to mention, DDs & healers stand on the flank with thier back to the wall to prevent knock back, tank is cheating and using anchor usualy XD if they were not using anchor we'd pull it to the far back or front corner.
For windurst we all stack at this location.
Keeping the boss silenced is critical and utilizing indiwilt to prevent crazy spike damage if his attack buff is not removed quickly.
We swap to Wind carol 1 and Thunder carol 1, white mages use barthunder for the whirling kick to reduce chance of stun landing on us and barsilence to help prevent silence proc.
Jeuno we fight were the boss spawns and use thunder carols to resist stuns and give our whm and tank sv ballad to compensate for the insane virus.
San d'Oria we have been fighting halphas pretty much where he spawns and sending in only one team at a time, we use all melees and our support doesn't really have a difficult time surviving his aoes its just when double hate reset happens and he turns with counterstance is when we see our deaths start to pile up :/
I know a group that uses the ramparts that were highlighted in black a few posts above and have had success with that, but they use a ranger / cor burn method that eliminates a large potential for death, I'm not sure what their kill times look like tho. All kills and experience have been with melee setups only.
Short answer no.
Long answer, one of his attacks has a 25 foot range that hits everything up and down and whatever.
This is false. If you place support and ranged cor on top of castle wall and tank/melee below, back line will never get hit. So ranged cor can safely shoot it down and backline can stay alive.
A few things:
1) before you start, make sure to do a cure test to make sure your cure can hit melees on top of the castle wall.
2) When melee got knock back occasionally they move to a position that can't be hit with cures. Make sure you coordinate with them so they know where to stand.
3) when hate reset happens, NM may walk all the way around, and climb up the stairs to kill backline. Use /assist <t> to call out who has hate on NM, then that person can run back below the wall to avoid NM killing every backline. The distance between backline and front is quite long, so you have plenty of time to do that.
4) like others said, If you have really strong dps to zerg him down, you can probably place him anywhere and still win. But from what I've seen without super dps death still happen occasionally with defensive buffs. Have some members stand on top of the wall makes it safer for newer groups, IMO.
Can someone tell me from experience if Aurix is essential to volte farming and increases drop rate? I have done 14 low man runs so far and here are my findings:
Run by #:
1- Volte Moufles
2- Volte Brayettes
3- Volte Salade
4- Volte Salade
5- None
6- None
7- None
8 -None
9- Volte Salade
10- None
11-None
13- Interesting Aurix was killed 100-60% wave2 and again claimed taken down to 0%. Obtained 3 Volte pieces , Handsx2 and 1xFeet.
14- None **Note** Only attempted Aurix and killed on run #13 , at #14 we took him down to 1% and he fled, wave2 only 35% and couldnt find him.. got owned by traps searching for him and had to continue to avoid an impossible situation.
0/9 on Mega Boss so far . Was wondering if main objective is killing him before doing any NMs on wave2. Failed a couple of times learning the fight mechanics of mega boss but rdm proved to be a serious support addition for low manning small group of max support buffs and only rune/sam hybrid dps and sam. Disract3/Frazzle/Silence kept run very smooth. Ofc Thief mule tagging TH all times.
Can someone tell me from experience if Aurix is essential to volte farming and increases drop rate?
This is something that would require large amounts of empyrical data. Personal experience is going to be biased and makes for a very bad gauge on most things, but especially so when it comes to rare item drop rates which are inherently random by their very nature.
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Had a lot of trouble with the wind circle in Dynamis - San d'Oria [D] last night, are there any legit findings so far? I was looking at this forum as we struggled (first with the Orc Boss and his hate reset) and then with the wind circle just pulverising us when we weren't even sure what was causing the trigger. I'm kind of new to Dynamis [D] but am trying to find useful information. I'm going to re-read and look it up again...
Had a lot of trouble with the wind circle in Dynamis - San d'Oria [D] last night, are there any legit findings so far? I was looking at this forum as we struggled (first with the Orc Boss and his hate reset) and then with the wind circle just pulverising us when we weren't even sure what was causing the trigger. I'm kind of new to Dynamis [D] but am trying to find useful information. I'm going to re-read and look it up again...
The community had it figured out day one, more or less, but you'll need to dig.
If you're just starting out, you'll want to take out either the light and dark fetters first, where possible. The procedure is a bit different thereafter, because you can then sleep the Disjoined ??? with the respective light or dark-based sleep.
Generally, if you have your tank flash the fetter from 20+ and maintain hate at range, then the fetter won't hit anyone attacking it. Facilitate this with capped magic haste, job abilities, "Cure Cheat" sets, and Foe Sirvente, if needed. The sum of things needed vary by the number of and skill of you tanks. Prior to sleeping the Disjoined, the procedure is usually Flash>Blu Spell on DJ>JA>Alternate Flash/Blu Spell until dead. Just pull out if DD pull hate too quickly.
On Halphas, shadows negate the hate reset. If you're starting out and your don't have that, then the tank without hate can stand 15 or so away, so as to not get hit by the hate reset, and then flash / re-pull it when it starts taking off for your mages. Once you're more organized, your /nin cors won't get hate reset you just keep zerging.
Had a lot of trouble with the wind circle in Dynamis - San d'Oria [D] last night, are there any legit findings so far? I was looking at this forum as we struggled (first with the Orc Boss and his hate reset) and then with the wind circle just pulverising us when we weren't even sure what was causing the trigger. I'm kind of new to Dynamis [D] but am trying to find useful information. I'm going to re-read and look it up again...
Can you be more specific about the wind circle? Is it the AoE when fighting the circle or the fomors themselves? For the fomors, my LS will pull one set at a time, kill the NQ that are most dangerous first (ie BLU, GEO, etc) then kill the HQ fomor of the group last.
For the circles, WHMs cast the barspell of the circle type, tank grabs the ??? zone boss and pulls it away from the circle, and the geo puts up geo-fade.
For Sandy, you may have more progress if you can one pt member (like BRD) sac a couple of circles to save time. BRD diagas the circle, runs away, everyone else kills circle, and moves on to the next one. For Sandy, my LS usually sacs wind+fire together, then earth, then lightning+light if we need to depending on time remaining at that point.
It's the AoE. We have a PLD sac-pull with Twilight set and then another tank voke the circle and supertank the ??? a distance away. When we're fighting it, instead of just an occasional AoE, the wind circle was just going insane, nonstop damage and it wiped us. The DRK got back up and hit it with Torcleaver and it did a single AoE instead of going nuts. I don't understand the triggers for the circle at all for the aoe damage it does. Like what cause a single pulse and what causes the multiple ones. And can't seem to find any definitive answer, either.
Have a tank hold hate from 15+ yalms. They do aoe when someone near by has hate. If the DDs go nuts it will spam it. A PLD or RUN casting flash isn't gonna keep hate off of a bunch of torcleavers and upheavals for very long. Gotta plan accordingly.
Run, Rdm, Brd, Geo, Cor and Trust (Yoran). Pull blue eyes. Standard dd songs, Sam/Wiz rolls. Spam sanguine & leaden.
Boss 1 and 2 Aurix. No nq bosses just farming.
As a group we cleared 8 medals (they get divided) along with my individual drops of 150ish crystals, along with 70ish rusted and 80ish old.
Run, Rdm, Brd, Geo, Cor and Trust (Yoran). Pull blue eyes. Standard dd songs, Sam/Wiz rolls. Spam sanguine & leaden.
Boss 1 and 2 Aurix. No nq bosses just farming.
As a group we cleared 8 medals (they get divided) along with my individual drops of 150ish crystals, along with 70ish rusted and 80ish old.
Thanks! Also looking for wave 3 clear low man info.
A lot of great information throughout the last few pages.
Question, has anyone optimized a low man pew pew strategy for sandy? If so, can you please give some high level information?
Thank you in advance!
https://www.ffxiah.com/forum/topic/53342/youll-shoot-your-eye-out-new-ffxi-rng-guide/
has some info related to dyna wave3 towards the last few pages of the guide you might want to read over. I think a ranger setup can be sort of overly strong since you don't really need healers for it, though our group has never tried it. Every zone also has height difference areas (some more convenient than others) if you wanted to go that route for avoiding AoE damage on the wave2 bosses.
Hello. Just wanted to provide some information regarding the new Dynamis.
Seems it is the old style Dynamis with statues roaming and popping the Orc mobs when aggroed which are called "Squadron" mobs. The statues have blue, green and red eyes. Not sure if the eye colors have any other significance aside that. The eye colors do change color from time to time. Speculation is the eye color determines mob types spawned but this is not proven. Statues seem to pop 2 orc mobs starting off and the later statues can pop up to 4 each depending on where you are pulling.
Mobs link with each other by sight and seem to only be true sight based and not sound at all. Mobs do have access to their respective 2 hrs. Average level of mobs are level 139 and have extremely high attack and defense. Skillchain and debuffs to mob and buffs to melee is highly recommended to defeat enemies in a decent amount of time.
Statues need to be handled by mages due to their high physical damage resistance.
Mega Boss is the Overseer's Tombstone in the same location as previous Dynamis-Sandoria and does not pop any adds. Has insane hp with extremely high resistance to melee damage. Was not killed so not sure what it drops or if there any significance to it. Does standard statue attacks. Didn't cast magic of any sort.
Mobs seem to drop ID cards 100% each mob kill in which you need 100 of them to make 1 beastmen medal. 3 Medals provides 1 footshard. You need 2 footshards and some various items to upgrade to relic 119 +2.
Not recommended to do with the bare minimum of 3 people. Recommend a party of 6 or more to farm decently. A balanced party of tank, healer, 2 dds and 2 mages is ideal to start off.