|
The Odyssey - || Strategy and Discussion ||
Server: Asura
Game: FFXI
Posts: 491
By Asura.Clintbeastwood 2024-03-20 14:06:37
but as mentioned we used the pukatrice eggs for the remaining 8
I even read that, then completely dumped it from my brain by the end of the post lol...
[+]
By SimonSes 2024-03-20 14:35:57
For anyone struggling with Mboze v25, we tried a set up I havent seen used exactly before, but it had such good synergy it made it feel kind of easy. We even won with a few mins left with attack down aura after 40%.
KI1: RUN, BST, SMN, GEO, SAM, RDM
- RUN get 3k TP with lycurgos before entry. After SMN does warcry and TP bonus buffs, RUN prepares runes for a water rayke and pulls mboze, and holds it without engaging. RDM debuffs (frazzle, silence, para, dia) and can buff/heal ppl as needed. Water rayke > SAM konzen > rana for darkness, BST mb purulent ooze for 10% hp down. SMN mewing.
- BST switches to beetle pet, uses killer instinct. Then gets leech out with call beast. RUN uses armor break, then maintains hate without engaging (can switch epeo). SAM can now start dding. DRK would work well here too - DRK attack advantage but SAM has a good SB to TP/WS ratio. SAM ate pukatrice egg +1 for att/sb and altered set to cap SB in TP and WS. BST and SMN alternate tp drainkiss and mewing, RDM keeps up debuff. Can apogee warcry/tp bonus if needs renewing, otherwise very steady. Sam can just ageha when armor break wears.
- GEO used geo-fury, indi-haste, entrust-frailty. BOG > bolster > BOG. If your geo needs sp1 for ki2 job, bolster isnt needed.
- RUN can stop hate nearer 75%, allowing SAM to tank Mboze. This means add will spawn on the RUN. If you want to you can tp add and ws boss at this stage, but under 75% going into KI2 is not required at all.
KI2: BLU, WAR, COR, BRD, PLD, WHM
- Songs were HM, Min x 3, Herc etude. Rolls Crooked chaos and sam. Usual whm buffs (full time auspice essential). Blu diamondhide, mighty guard (kept up full time with resets) and can phenilune embrace the war (unless its a new moon dont bother). BRD SV wind thren 2 under nitro at start to help armor break (War got 3k tp in lobby to armor break after invincible before switching to ikenga axe), silent storm, reaving and tickle.
- Recommended pull: Pld flash mboze to pull it, then war can voke mboze to get hate (pld still second on hate list) and hit it to spawn add on to the PLD.
- One of the funnest fights on BLU. Silent storm, tenebral crush or tourbillon under wisdom (after armor break), feather tickle and reaving wind so they are never off cooldown, mighty guard party, nat. med. yourself (and I diffusion this when we hit attack down aura and mighty guard was already maintainable for the rest of the fight), white wind support when needed, diamondhide when you have time so stoneskin prevents some tp gain, melee add and expacion boss (set had added sb). Used cocoon before adds popped. Sudden lunge landed on add to control it for a few secs but not required. Used crepe des rois, kept up battery charge, used emp+3 body in hybrid set and called for devotion to ensure always had mp (but i didnt need any viles like this so probably not all needed).
- PLD tanks both adds, can atonement them to solidify hate. Can majesty cure if needed. BRD, COR, WAR, BLU all meleeing add and ws boss, with 12/13 SB1 in tp and ws sets to make 50 with auspice, pukatrice egg/+1 and gear. COR and BRD savage blade, War used ikenga's axe, BLU expacion. Can wait for higher tp to limit tp feed on boss. If hate is strong on adds PLD could knights of round mboze also, but this is not required for dps check. War calls for rd/wc/rd to maximize ja's, keeping up tomahawk, warcry as much as pos etc. Blu leverages resets to full time mighty guard.
- WHM dia mboze, para adds, single target big cures prefered for more cureskin (preventing tp from hitting dmg), keeps up ausp/boost/hastes, devotion blu. High priority to paralyna BLU, as paralyzed reaving/tickle could be run ending.
Very limited RNG to deal with as no TP moves go off, and can probably handle any aura besides macc down under 40%. As I said we won with attack down under 40%, and Macc 75 to 40% is workable with SV wind thren 2 on. Meva down annoying due to add status ailments.
It's definitely nothing new, because it's the setup we used for clear like one year ago and we haven't invented it too, we took it from here or from YouTube videos. Can't remember.
Shiva.Flowen
Server: Shiva
Game: FFXI
Posts: 526
By Shiva.Flowen 2024-03-20 14:59:40
For anyone struggling with Mboze v25, we tried a set up I havent seen used exactly before, but it had such good synergy it made it feel kind of easy. We even won with a few mins left with attack down aura after 40%.
KI1: RUN, BST, SMN, GEO, SAM, RDM
- RUN get 3k TP with lycurgos before entry. After SMN does warcry and TP bonus buffs, RUN prepares runes for a water rayke and pulls mboze, and holds it without engaging. RDM debuffs (frazzle, silence, para, dia) and can buff/heal ppl as needed. Water rayke > SAM konzen > rana for darkness, BST mb purulent ooze for 10% hp down. SMN mewing.
- BST switches to beetle pet, uses killer instinct. Then gets leech out with call beast. RUN uses armor break, then maintains hate without engaging (can switch epeo). SAM can now start dding. DRK would work well here too - DRK attack advantage but SAM has a good SB to TP/WS ratio. SAM ate pukatrice egg +1 for att/sb and altered set to cap SB in TP and WS. BST and SMN alternate tp drainkiss and mewing, RDM keeps up debuff. Can apogee warcry/tp bonus if needs renewing, otherwise very steady. Sam can just ageha when armor break wears.
- GEO used geo-fury, indi-haste, entrust-frailty. BOG > bolster > BOG. If your geo needs sp1 for ki2 job, bolster isnt needed.
- RUN can stop hate nearer 75%, allowing SAM to tank Mboze. This means add will spawn on the RUN. If you want to you can tp add and ws boss at this stage, but under 75% going into KI2 is not required at all.
KI2: BLU, WAR, COR, BRD, PLD, WHM
- Songs were HM, Min x 3, Herc etude. Rolls Crooked chaos and sam. Usual whm buffs (full time auspice essential). Blu diamondhide, mighty guard (kept up full time with resets) and can phenilune embrace the war (unless its a new moon dont bother). BRD SV wind thren 2 under nitro at start to help armor break (War got 3k tp in lobby to armor break after invincible before switching to ikenga axe), silent storm, reaving and tickle.
- Recommended pull: Pld flash mboze to pull it, then war can voke mboze to get hate (pld still second on hate list) and hit it to spawn add on to the PLD.
- One of the funnest fights on BLU. Silent storm, tenebral crush or tourbillon under wisdom (after armor break), feather tickle and reaving wind so they are never off cooldown, mighty guard party, nat. med. yourself (and I diffusion this when we hit attack down aura and mighty guard was already maintainable for the rest of the fight), white wind support when needed, diamondhide when you have time so stoneskin prevents some tp gain, melee add and expacion boss (set had added sb). Used cocoon before adds popped. Sudden lunge landed on add to control it for a few secs but not required. Used crepe des rois, kept up battery charge, used emp+3 body in hybrid set and called for devotion to ensure always had mp (but i didnt need any viles like this so probably not all needed).
- PLD tanks both adds, can atonement them to solidify hate. Can majesty cure if needed. BRD, COR, WAR, BLU all meleeing add and ws boss, with 12/13 SB1 in tp and ws sets to make 50 with auspice, pukatrice egg/+1 and gear. COR and BRD savage blade, War used ikenga's axe, BLU expacion. Can wait for higher tp to limit tp feed on boss. If hate is strong on adds PLD could knights of round mboze also, but this is not required for dps check. War calls for rd/wc/rd to maximize ja's, keeping up tomahawk, warcry as much as pos etc. Blu leverages resets to full time mighty guard.
- WHM dia mboze, para adds, single target big cures prefered for more cureskin (preventing tp from hitting dmg), keeps up ausp/boost/hastes, devotion blu. High priority to paralyna BLU, as paralyzed reaving/tickle could be run ending.
Very limited RNG to deal with as no TP moves go off, and can probably handle any aura besides macc down under 40%. As I said we won with attack down under 40%, and Macc 75 to 40% is workable with SV wind thren 2 on. Meva down annoying due to add status ailments.
It's definitely nothing new, because it's the setup we used for clear like one year ago and we haven't invented it too, we took it from here or from YouTube videos. Can't remember.
I saw several close variations of this similar approach, but not this exact split. This KI2 comp really works well together
By SimonSes 2024-03-20 18:22:12
For anyone struggling with Mboze v25, we tried a set up I havent seen used exactly before, but it had such good synergy it made it feel kind of easy. We even won with a few mins left with attack down aura after 40%.
KI1: RUN, BST, SMN, GEO, SAM, RDM
- RUN get 3k TP with lycurgos before entry. After SMN does warcry and TP bonus buffs, RUN prepares runes for a water rayke and pulls mboze, and holds it without engaging. RDM debuffs (frazzle, silence, para, dia) and can buff/heal ppl as needed. Water rayke > SAM konzen > rana for darkness, BST mb purulent ooze for 10% hp down. SMN mewing.
- BST switches to beetle pet, uses killer instinct. Then gets leech out with call beast. RUN uses armor break, then maintains hate without engaging (can switch epeo). SAM can now start dding. DRK would work well here too - DRK attack advantage but SAM has a good SB to TP/WS ratio. SAM ate pukatrice egg +1 for att/sb and altered set to cap SB in TP and WS. BST and SMN alternate tp drainkiss and mewing, RDM keeps up debuff. Can apogee warcry/tp bonus if needs renewing, otherwise very steady. Sam can just ageha when armor break wears.
- GEO used geo-fury, indi-haste, entrust-frailty. BOG > bolster > BOG. If your geo needs sp1 for ki2 job, bolster isnt needed.
- RUN can stop hate nearer 75%, allowing SAM to tank Mboze. This means add will spawn on the RUN. If you want to you can tp add and ws boss at this stage, but under 75% going into KI2 is not required at all.
KI2: BLU, WAR, COR, BRD, PLD, WHM
- Songs were HM, Min x 3, Herc etude. Rolls Crooked chaos and sam. Usual whm buffs (full time auspice essential). Blu diamondhide, mighty guard (kept up full time with resets) and can phenilune embrace the war (unless its a new moon dont bother). BRD SV wind thren 2 under nitro at start to help armor break (War got 3k tp in lobby to armor break after invincible before switching to ikenga axe), silent storm, reaving and tickle.
- Recommended pull: Pld flash mboze to pull it, then war can voke mboze to get hate (pld still second on hate list) and hit it to spawn add on to the PLD.
- One of the funnest fights on BLU. Silent storm, tenebral crush or tourbillon under wisdom (after armor break), feather tickle and reaving wind so they are never off cooldown, mighty guard party, nat. med. yourself (and I diffusion this when we hit attack down aura and mighty guard was already maintainable for the rest of the fight), white wind support when needed, diamondhide when you have time so stoneskin prevents some tp gain, melee add and expacion boss (set had added sb). Used cocoon before adds popped. Sudden lunge landed on add to control it for a few secs but not required. Used crepe des rois, kept up battery charge, used emp+3 body in hybrid set and called for devotion to ensure always had mp (but i didnt need any viles like this so probably not all needed).
- PLD tanks both adds, can atonement them to solidify hate. Can majesty cure if needed. BRD, COR, WAR, BLU all meleeing add and ws boss, with 12/13 SB1 in tp and ws sets to make 50 with auspice, pukatrice egg/+1 and gear. COR and BRD savage blade, War used ikenga's axe, BLU expacion. Can wait for higher tp to limit tp feed on boss. If hate is strong on adds PLD could knights of round mboze also, but this is not required for dps check. War calls for rd/wc/rd to maximize ja's, keeping up tomahawk, warcry as much as pos etc. Blu leverages resets to full time mighty guard.
- WHM dia mboze, para adds, single target big cures prefered for more cureskin (preventing tp from hitting dmg), keeps up ausp/boost/hastes, devotion blu. High priority to paralyna BLU, as paralyzed reaving/tickle could be run ending.
Very limited RNG to deal with as no TP moves go off, and can probably handle any aura besides macc down under 40%. As I said we won with attack down under 40%, and Macc 75 to 40% is workable with SV wind thren 2 on. Meva down annoying due to add status ailments.
It's definitely nothing new, because it's the setup we used for clear like one year ago and we haven't invented it too, we took it from here or from YouTube videos. Can't remember.
I saw several close variations of this similar approach, but not this exact split. This KI2 comp really works well together
I think we get idea from this:
YouTube Video Placeholder
They used RDM instead of WHM, but it's the same exact concept.
We used RUN tank instead of PLD for KI2 (Dimidiation was doing very nice damage) and WHM instead of RDM like you did. Ultimately it's the same core for KI2 though, which is BLU for TP reset, tank for adds, DD tanking Mboze, BRD, COR and WHM or RDM (possibly SCH could work too).
By Godfry 2024-03-20 19:12:07
For anyone struggling with Mboze v25, we tried a set up I havent seen used exactly before, but it had such good synergy it made it feel kind of easy. We even won with a few mins left with attack down aura after 40%.
KI1: RUN, BST, SMN, GEO, SAM, RDM
- RUN get 3k TP with lycurgos before entry. After SMN does warcry and TP bonus buffs, RUN prepares runes for a water rayke and pulls mboze, and holds it without engaging. RDM debuffs (frazzle, silence, para, dia) and can buff/heal ppl as needed. Water rayke > SAM konzen > rana for darkness, BST mb purulent ooze for 10% hp down. SMN mewing.
- BST switches to beetle pet, uses killer instinct. Then gets leech out with call beast. RUN uses armor break, then maintains hate without engaging (can switch epeo). SAM can now start dding. DRK would work well here too - DRK attack advantage but SAM has a good SB to TP/WS ratio. SAM ate pukatrice egg +1 for att/sb and altered set to cap SB in TP and WS. BST and SMN alternate tp drainkiss and mewing, RDM keeps up debuff. Can apogee warcry/tp bonus if needs renewing, otherwise very steady. Sam can just ageha when armor break wears.
- GEO used geo-fury, indi-haste, entrust-frailty. BOG > bolster > BOG. If your geo needs sp1 for ki2 job, bolster isnt needed.
- RUN can stop hate nearer 75%, allowing SAM to tank Mboze. This means add will spawn on the RUN. If you want to you can tp add and ws boss at this stage, but under 75% going into KI2 is not required at all.
KI2: BLU, WAR, COR, BRD, PLD, WHM
- Songs were HM, Min x 3, Herc etude. Rolls Crooked chaos and sam. Usual whm buffs (full time auspice essential). Blu diamondhide, mighty guard (kept up full time with resets) and can phenilune embrace the war (unless its a new moon dont bother). BRD SV wind thren 2 under nitro at start to help armor break (War got 3k tp in lobby to armor break after invincible before switching to ikenga axe), silent storm, reaving and tickle.
- Recommended pull: Pld flash mboze to pull it, then war can voke mboze to get hate (pld still second on hate list) and hit it to spawn add on to the PLD.
- One of the funnest fights on BLU. Silent storm, tenebral crush or tourbillon under wisdom (after armor break), feather tickle and reaving wind so they are never off cooldown, mighty guard party, nat. med. yourself (and I diffusion this when we hit attack down aura and mighty guard was already maintainable for the rest of the fight), white wind support when needed, diamondhide when you have time so stoneskin prevents some tp gain, melee add and expacion boss (set had added sb). Used cocoon before adds popped. Sudden lunge landed on add to control it for a few secs but not required. Used crepe des rois, kept up battery charge, used emp+3 body in hybrid set and called for devotion to ensure always had mp (but i didnt need any viles like this so probably not all needed).
- PLD tanks both adds, can atonement them to solidify hate. Can majesty cure if needed. BRD, COR, WAR, BLU all meleeing add and ws boss, with 12/13 SB1 in tp and ws sets to make 50 with auspice, pukatrice egg/+1 and gear. COR and BRD savage blade, War used ikenga's axe, BLU expacion. Can wait for higher tp to limit tp feed on boss. If hate is strong on adds PLD could knights of round mboze also, but this is not required for dps check. War calls for rd/wc/rd to maximize ja's, keeping up tomahawk, warcry as much as pos etc. Blu leverages resets to full time mighty guard.
- WHM dia mboze, para adds, single target big cures prefered for more cureskin (preventing tp from hitting dmg), keeps up ausp/boost/hastes, devotion blu. High priority to paralyna BLU, as paralyzed reaving/tickle could be run ending.
Very limited RNG to deal with as no TP moves go off, and can probably handle any aura besides macc down under 40%. As I said we won with attack down under 40%, and Macc 75 to 40% is workable with SV wind thren 2 on. Meva down annoying due to add status ailments.
It's definitely nothing new, because it's the setup we used for clear like one year ago and we haven't invented it too, we took it from here or from YouTube videos. Can't remember.
I saw several close variations of this similar approach, but not this exact split. This KI2 comp really works well together
Congrats on your clear Flowen. Thanks for sharing your strat!
By SimonSes 2024-03-21 03:33:10
Btw my comment wasn't mean to downplay your achievement and tactic. I think it's by far the best tactic for Mboze. Just wanted to point the fact, that it was probably invented by JP and most importantly it has some flexibility and what's required for it to work is the core mentioned in my previous post.
[+]
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 9910
By Asura.Saevel 2024-03-21 09:42:30
For anyone struggling with Mboze v25, we tried a set up I havent seen used exactly before, but it had such good synergy it made it feel kind of easy. We even won with a few mins left with attack down aura after 40%.
KI1: RUN, BST, SMN, GEO, SAM, RDM
- RUN get 3k TP with lycurgos before entry. After SMN does warcry and TP bonus buffs, RUN prepares runes for a water rayke and pulls mboze, and holds it without engaging. RDM debuffs (frazzle, silence, para, dia) and can buff/heal ppl as needed. Water rayke > SAM konzen > rana for darkness, BST mb purulent ooze for 10% hp down. SMN mewing.
- BST switches to beetle pet, uses killer instinct. Then gets leech out with call beast. RUN uses armor break, then maintains hate without engaging (can switch epeo). SAM can now start dding. DRK would work well here too - DRK attack advantage but SAM has a good SB to TP/WS ratio. SAM ate pukatrice egg +1 for att/sb and altered set to cap SB in TP and WS. BST and SMN alternate tp drainkiss and mewing, RDM keeps up debuff. Can apogee warcry/tp bonus if needs renewing, otherwise very steady. Sam can just ageha when armor break wears.
- GEO used geo-fury, indi-haste, entrust-frailty. BOG > bolster > BOG. If your geo needs sp1 for ki2 job, bolster isnt needed.
- RUN can stop hate nearer 75%, allowing SAM to tank Mboze. This means add will spawn on the RUN. If you want to you can tp add and ws boss at this stage, but under 75% going into KI2 is not required at all.
KI2: BLU, WAR, COR, BRD, PLD, WHM
- Songs were HM, Min x 3, Herc etude. Rolls Crooked chaos and sam. Usual whm buffs (full time auspice essential). Blu diamondhide, mighty guard (kept up full time with resets) and can phenilune embrace the war (unless its a new moon dont bother). BRD SV wind thren 2 under nitro at start to help armor break (War got 3k tp in lobby to armor break after invincible before switching to ikenga axe), silent storm, reaving and tickle.
- Recommended pull: Pld flash mboze to pull it, then war can voke mboze to get hate (pld still second on hate list) and hit it to spawn add on to the PLD.
- One of the funnest fights on BLU. Silent storm, tenebral crush or tourbillon under wisdom (after armor break), feather tickle and reaving wind so they are never off cooldown, mighty guard party, nat. med. yourself (and I diffusion this when we hit attack down aura and mighty guard was already maintainable for the rest of the fight), white wind support when needed, diamondhide when you have time so stoneskin prevents some tp gain, melee add and expacion boss (set had added sb). Used cocoon before adds popped. Sudden lunge landed on add to control it for a few secs but not required. Used crepe des rois, kept up battery charge, used emp+3 body in hybrid set and called for devotion to ensure always had mp (but i didnt need any viles like this so probably not all needed).
- PLD tanks both adds, can atonement them to solidify hate. Can majesty cure if needed. BRD, COR, WAR, BLU all meleeing add and ws boss, with 12/13 SB1 in tp and ws sets to make 50 with auspice, pukatrice egg/+1 and gear. COR and BRD savage blade, War used ikenga's axe, BLU expacion. Can wait for higher tp to limit tp feed on boss. If hate is strong on adds PLD could knights of round mboze also, but this is not required for dps check. War calls for rd/wc/rd to maximize ja's, keeping up tomahawk, warcry as much as pos etc. Blu leverages resets to full time mighty guard.
- WHM dia mboze, para adds, single target big cures prefered for more cureskin (preventing tp from hitting dmg), keeps up ausp/boost/hastes, devotion blu. High priority to paralyna BLU, as paralyzed reaving/tickle could be run ending.
Very limited RNG to deal with as no TP moves go off, and can probably handle any aura besides macc down under 40%. As I said we won with attack down under 40%, and Macc 75 to 40% is workable with SV wind thren 2 on. Meva down annoying due to add status ailments.
It's definitely nothing new, because it's the setup we used for clear like one year ago and we haven't invented it too, we took it from here or from YouTube videos. Can't remember.
I saw several close variations of this similar approach, but not this exact split. This KI2 comp really works well together
Well it helps increase your damage if you yell out the names of your moves before doing them.
By Godfry 2024-03-21 12:28:28
Btw my comment wasn't mean to downplay your achievement and tactic. I think it's by far the best tactic for Mboze. Just wanted to point the fact, that it was probably invented by JP and most importantly it has some flexibility and what's required for it to work is the core mentioned in my previous post.
I didn't think that at all. For better or for worse you have always been very direct with your comments. One thing that can't be attributed to you is you being passive-aggressive.
You complimented Flowen's comment with extra info and even provided video of the strat. That's all great stuff for the community.
[+]
By K123 2024-03-29 19:46:44
Doing Bumba V20 as WAR DRG WHM GEO BRD COR, is it worth bothering to open with Armor Break or just do Angon at the start and redo if reset by Wild Card?
Or can you just Angon, Spirit Surge + Jump, then Angon later if still alive?
My ws damage doesn't seem to change on WAR whether I have no GEO and 7k attack and having GEO and 9999 attack. Probably irrelevant granted the BRD COR and GEO would gain from the extra attack from Fury but am I wrong to think I am attack capped with -35/40% DEF and 7k attack?
By Taint 2024-03-29 19:59:51
Angon is enough. And yes WAR caps faster than the other jobs especially with Naegling.
Fenrir.Velner
Server: Fenrir
Game: FFXI
Posts: 429
By Fenrir.Velner 2024-03-29 20:06:15
Doing Bumba V20 as WAR DRG WHM GEO BRD COR, is it worth bothering to open with Armor Break or just do Angon at the start and redo if reset by Wild Card?
Angon and Armor Break don't stack anyway so you should be able to keep Angon on the entire fight between RDs and Wildcards.
By K123 2024-03-29 20:09:28
Angon is enough. And yes WAR caps faster than the other jobs especially with Naegling. DRG with Spirit Surge is likely attack capped too.
My thinking is more along the lines of, is GEO really better than a 3rd DD if the main 2DD are attack capped? THF would bring Larceny which removes PD and Invincible, and BLU brings MG. Doubtful it matters much either way as it is all RNG related, but in terms of trying to produce the set up with the most probable set up for winning.
Phoenix.Iocus
Server: Phoenix
Game: FFXI
Posts: 1498
By Phoenix.Iocus 2024-03-30 07:41:39
You can always give it a try. If you believe in the heart of the cards then maybe you can try a comp that doesn't COR BRD GEO.
Your posted comp is what I used to clear it. We went 3 for 4 on wins rotating people in for clears and luck was with us that day.
By K123 2024-03-30 07:53:31
I know someone beat it recently with WAR DRG SAM, and I got a 1% lose with WAR DRG THF so it is definitely possible. Getting ***luck with pug WHM and bad 2h/pet/aura is getting boring now though.
Cleared it on other chars as BRD and WHM but trying to get this last one (which I've built up to being able to pop from nothing in pug) is proving hard. Noone is interested in joining shouts - loads of people paid 150m for wins.
Shiva.Flowen
Server: Shiva
Game: FFXI
Posts: 526
By Shiva.Flowen 2024-04-04 00:21:48
Wanted to share a few winning tweaks we made for our Arebati v25 clear, which we won with attack down as first aura, no wc 5/6 and over a minute left on the clock.
We did tp denial set up (tp add, ws boss, and tp drainkiss boss) which is popular in vids and write ups.
KI1: DRG, SAM, GEO, SMN, WHM, RUN
KI2: WAR, RDM, BRD, COR, BST, PLD
KI1 nothing new here vs previously posted strats, other than on DRG I would spirit surge and super jump hate shed the RUN just before 75 so the raaz popped on him. Can also pacifying ruby but usually takes 2, taking away from smn rebuff or mewing. With good synergy we were getting it down to low 40s, so he showed up at 45 on KI2.
I see most doing crooked chaos and sams roll, then tweaking ws sets for sb to prevent a TP move going off. We tried this several times, but found it better to do crooked chaos and monks roll, then bis ws gear + a few sb2 pieces for jobs that have them. This resulted in lower ws frequency and therefore less tp feed, but no real impact on dps as ws were a good deal stronger than the sb heavy sets.
Playing RDM, I started off using mandau and using mercy stroke on boss. I improved my dps by using tp bonus sword, forfend r15 for acc, ullr and beryllium arrows. Empyreal arrow has a 2x att mod which works very well on this guy without excess buffs/def down. I dropped distract 3 on the add to ensure melee acc was capped. Tp gain was fast with temper 2.
Also, getting BST in for rd/wc so it can cycle pets to plantoid in between TP drainkiss and get killer instinct back up is a solid dps boost, so dont sleep on that.
Shiva.Flowen
Server: Shiva
Game: FFXI
Posts: 526
By Shiva.Flowen 2024-04-21 12:04:06
Bumba v25 cleared!!
KI1: DRG, THF, BST, WHM, WAR, BRD. Ooze, larceny his SP ability, go ham and hope for the best. Try make WAR not on GEO/SCH/COR on KI2 so they can MS this. Definitely some job flexibility for this KI, but we went with what we had. Got him down to 55% a few times like this, but it's random what SP he uses (cant larceny Yaeg) and what TP move. A blue proc is a nice help but again it's just luck. We got it to 65% on our winning run (turned up at 67 for KI2 because this NM is bugged lol).
KI2 we used the only strat out there and prayed. The strat isn't hard to execute, but you need a near bis high mlvl SCH and then roll the dice on no macc or mab aura and a 5/6 wildcard. Darksday is a nice boost to DPS, but still not winning without the aura and WC 5/6. We won on firesday.
And BLUs don't sleep on MB tenebral crush once that last kaustra goes out! Can get some nice numbers, especially when the empy set bonus procs..
Thanks to Liam, Crescient, Myamoto, Kactuar and Gnar - it was fun!
Server: Asura
Game: FFXI
Posts: 491
By Asura.Clintbeastwood 2024-04-21 14:06:15
Bumba v25 cleared!!
Awesome! Congrats!!
[+]
Asura.Vyre
Forum Moderator
Server: Asura
Game: FFXI
Posts: 15708
By Asura.Vyre 2024-04-21 14:18:08
Bumba v25 cleared!!
KI1: DRG, THF, BST, WHM, WAR, BRD. Ooze, larceny his SP ability, go ham and hope for the best. Try make WAR not on GEO/SCH/COR on KI2 so they can MS this. Definitely some job flexibility for this KI, but we went with what we had. Got him down to 55% a few times like this, but it's random what SP he uses (cant larceny Yaeg) and what TP move. A blue proc is a nice help but again it's just luck. We got it to 65% on our winning run (turned up at 67 for KI2 because this NM is bugged lol).
KI2 we used the only strat out there and prayed. The strat isn't hard to execute, but you need a near bis high mlvl SCH and then roll the dice on no macc or mab aura and a 5/6 wildcard. Darksday is a nice boost to DPS, but still not winning without the aura and WC 5/6. We won on firesday.
And BLUs don't sleep on MB tenebral crush once that last kaustra goes out! Can get some nice numbers, especially when the empy set bonus procs..
Thanks to Liam, Crescient, Myamoto, Kactuar and Gnar - it was fun! I dig Gnar's lockstyle. Congrats!!!
[+]
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 9910
By Asura.Saevel 2024-04-21 16:49:37
KI1: DRG, THF, BST, WHM, WAR, BRD. Ooze, larceny his SP ability, go ham and hope for the best. Try make WAR not on GEO/SCH/COR on KI2 so they can MS this. Definitely some job flexibility for this KI, but we went with what we had. Got him down to 55% a few times like this, but it's random what SP he uses (cant larceny Yaeg) and what TP move. A blue proc is a nice help but again it's just luck. We got it to 65% on our winning run (turned up at 67 for KI2 because this NM is bugged lol).
KI2 we used the only strat out there and prayed. The strat isn't hard to execute, but you need a near bis high mlvl SCH and then roll the dice on no macc or mab aura and a 5/6 wildcard. Darksday is a nice boost to DPS, but still not winning without the aura and WC 5/6. We won on firesday.
We found it infinitely easier to not go ham on the first KI, once it goes SP, run to the corner and die. This way it starts the next fight at 76~77% and no aura. Our SCH would burst a 92K kaustra, triggered the aura. If it as Mag Acc / Mag Atk down, no biggie, the second kaustra would be kinda but enough to push it under 40% for a new aura. Doing this we found we could completely ignore first aura randomness and only had to worry about SP reset and sub 40% not being Mag Acc / Mag Atk down.
Conversely if we pushed it too low and it started with Mag Acc / Mag Atk aura, then there wouldn't be enough juice to hit the end even if you got a reset and good 2nd aura. Basically out of the four kaustras, you need the first and last two to be good.
[+]
[+]
Shiva.Flowen
Server: Shiva
Game: FFXI
Posts: 526
By Shiva.Flowen 2024-04-23 13:09:00
KI1: DRG, THF, BST, WHM, WAR, BRD. Ooze, larceny his SP ability, go ham and hope for the best. Try make WAR not on GEO/SCH/COR on KI2 so they can MS this. Definitely some job flexibility for this KI, but we went with what we had. Got him down to 55% a few times like this, but it's random what SP he uses (cant larceny Yaeg) and what TP move. A blue proc is a nice help but again it's just luck. We got it to 65% on our winning run (turned up at 67 for KI2 because this NM is bugged lol).
KI2 we used the only strat out there and prayed. The strat isn't hard to execute, but you need a near bis high mlvl SCH and then roll the dice on no macc or mab aura and a 5/6 wildcard. Darksday is a nice boost to DPS, but still not winning without the aura and WC 5/6. We won on firesday.
We found it infinitely easier to not go ham on the first KI, once it goes SP, run to the corner and die. This way it starts the next fight at 76~77% and no aura. Our SCH would burst a 92K kaustra, triggered the aura. If it as Mag Acc / Mag Atk down, no biggie, the second kaustra would be kinda but enough to push it under 40% for a new aura. Doing this we found we could completely ignore first aura randomness and only had to worry about SP reset and sub 40% not being Mag Acc / Mag Atk down.
Conversely if we pushed it too low and it started with Mag Acc / Mag Atk aura, then there wouldn't be enough juice to hit the end even if you got a reset and good 2nd aura. Basically out of the four kaustras, you need the first and last two to be good.
Yeah we tried a fair number of runs like this. It's definitely nice to remove the rng of the first aura but I do feel like it adds another layer of rng on the DPS check. Probably fine if you get some very high end kaustra off though I agree. Even macc/mab down first aura you can get it to 40 with a fair bit of time left.. the real rng is that wildcard and second aura. Dumb fight glad it's over lol
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 9910
By Asura.Saevel 2024-04-23 13:25:53
KI1: DRG, THF, BST, WHM, WAR, BRD. Ooze, larceny his SP ability, go ham and hope for the best. Try make WAR not on GEO/SCH/COR on KI2 so they can MS this. Definitely some job flexibility for this KI, but we went with what we had. Got him down to 55% a few times like this, but it's random what SP he uses (cant larceny Yaeg) and what TP move. A blue proc is a nice help but again it's just luck. We got it to 65% on our winning run (turned up at 67 for KI2 because this NM is bugged lol).
KI2 we used the only strat out there and prayed. The strat isn't hard to execute, but you need a near bis high mlvl SCH and then roll the dice on no macc or mab aura and a 5/6 wildcard. Darksday is a nice boost to DPS, but still not winning without the aura and WC 5/6. We won on firesday.
We found it infinitely easier to not go ham on the first KI, once it goes SP, run to the corner and die. This way it starts the next fight at 76~77% and no aura. Our SCH would burst a 92K kaustra, triggered the aura. If it as Mag Acc / Mag Atk down, no biggie, the second kaustra would be kinda but enough to push it under 40% for a new aura. Doing this we found we could completely ignore first aura randomness and only had to worry about SP reset and sub 40% not being Mag Acc / Mag Atk down.
Conversely if we pushed it too low and it started with Mag Acc / Mag Atk aura, then there wouldn't be enough juice to hit the end even if you got a reset and good 2nd aura. Basically out of the four kaustras, you need the first and last two to be good.
Yeah we tried a fair number of runs like this. It's definitely nice to remove the rng of the first aura but I do feel like it adds another layer of rng on the DPS check. Probably fine if you get some very high end kaustra off though I agree. Even macc/mab down first aura you can get it to 40 with a fair bit of time left.. the real rng is that wildcard and second aura. Dumb fight glad it's over lol
Magic damage should be very consistent, our guy was able to get 92K on that first nuke every single time outside of darksday, then it was 99K. Second one depended on aura, if no bad aura it would be mid 80k's, third and fourth are obviously lower. The only question there is helix, if your helix bursts for over 10K then that can trigger the magic wall. We messed around a lot to try to get it 8~9K but it was just too random due to not knowing the aura so just accepted the first helix would trigger the resistance.
Having only two RNG gateways let us beat it in two weeks, three nights per week, start to finish. First week was just getting the strategy down and experimenting with first KI. Second week was us using our above method and on the third day we got WC + good 2nd aura and won (even had bad 1st aura). I can see if a team has a weaker SCH, they might need lower HP + WC + 2 good auras.
By Dodik 2024-04-23 13:45:24
let us beat it in two weeks, three nights per week, start to finish.
Wowzers.
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 9910
By Asura.Saevel 2024-04-23 13:51:15
let us beat it in two weeks, three nights per week, start to finish.
Wowzers.
The strategy is not hard, after you have it down it's just keep trying until the stars align. We figured it's best to have as few of those stars as possible.
Oh another thing, ensure the RUN isn't using any of their JA's other then Rayke / Gambit. You want RD to have the highest chance possible of resetting those for the 2nd and 4th Kaustra.
[+]
By Dodik 2024-04-23 16:21:24
Gonna pass on it, still. Your logic is very sound though.
Shiva.Flowen
Server: Shiva
Game: FFXI
Posts: 526
By Shiva.Flowen 2024-04-23 18:20:55
For the record we did it in a similar amount of time, so I dont think starting without first aura is some magic trick. Starting low hp from KI1 can also help you get over a bad first aura etc. Did you win with mab or macc down on first aura out of interest? I feel like macc was possibly the worst because it wiped klimaform, losing the empy feet buff
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 9910
By Asura.Saevel 2024-04-23 19:58:09
Did you win with mab or macc down on first aura out of interest? I feel like macc was possibly the worst because it wiped klimaform, losing the empy feet buff
First KI had Yaegsumi as the SP anyway. Second KI's first aura was mag acc down which didn't matter because our first Kaustra was 92K and while the second one was nerfed it was still strong enough to get to the 2nd aura which was a good one.
It's very simple, we want to remove as much RNG as possible because the fight itself isn't hard. This way we do not have to worry about his first SP, procing him, doing a bunch of damage on first KI or what the 2nd KI first aura is. The only remaining random gateways are WC and 2nd KI aura, that's it, everything else is pure skill.
Server: Asura
Game: FFXI
Posts: 1397
By Asura.Toralin 2024-04-24 08:44:30
We had him to <5% about 8-10x with macc/mab down, and tbh I think the macc is worse because it cancels out klimaform which is a MASSSSSSIVE bump to Kaustra
Once the stars aligned on our win, it was on the third kaustra, didnt even need the 4th
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 9910
By Asura.Saevel 2024-04-24 09:05:11
We had him to <5% about 8-10x with macc/mab down, and tbh I think the macc is worse because it cancels out klimaform which is a MASSSSSSIVE bump to Kaustra
Once the stars aligned on our win, it was on the third kaustra, didnt even need the 4th
Yes macc down is the worst. The whole "stars aligning" thing is what makes this such a tedious fight and why we decided to reduce it to just 2 stars. Get a 5/6 or WC and not have a bad 2nd aura, that's it, no other random requirements. Skill is something we have control over and would prefer as much rely on that as possible, not what dice SE rolls.
Server: Asura
Game: FFXI
Posts: 491
By Asura.Clintbeastwood 2024-04-24 09:44:07
let us beat it in two weeks, three nights per week, start to finish.
Wowzers.
The strategy is not hard, after you have it down it's just keep trying until the stars align. We figured it's best to have as few of those stars as possible.
Oh another thing, ensure the RUN isn't using any of their JA's other then Rayke / Gambit. You want RD to have the highest chance possible of resetting those for the 2nd and 4th Kaustra.
Agree with this. I was WAR KI1 and RUN KI2. I'd not use Brazen Rush in KI1 (no point really) so I'd open KI2 with a crusaded Odyllic on pull, foil, then immediately drop crusade, let the BLU get Bumba then add should be cemented on you instead of the backline.
While this might be obvious to most, if your mage is having difficulty sleeping/binding the adds, between rayke/gambit windows, you can get out of melee range, engage Bumba and get the adds in front of you to farm parry procs. Battuta not necessary but there in a pinch if you need it.
Hmmm...
Initial Speculations:
Looks like they took components of Walk of Echoes (setting), and Elemental Circles and brought it together.
They must of learned new ideas through the Lilith HTBF and how they can play with those elemental fetters to create unique battlefield environment and apply further stress with them..
Instead of Abyssea, this may be a Walk of Echoes 3.0? Anything iLvl 140+ .. We are ready!
Keep this thread clean, hoping to post critical details and discuss strategies.. Eventually I will create a Node on this with full details.. We can then update BG-Wiki with information that we gather..
Those of you who play on Nasomi.. Please don't post on here, you have a Fafnir to camp.. so get back to work.. This is isn't Bubbly Bernie version 3.0. He will be OG 1.0 forever on Nasomi.. ^_^
Sorry about the delay on updating this as I have been slammed with a lot of work since COVID-19 defense ramp up procedures at my hospital facility.
I have barely had time to update and barely any time to explore this content myself. I appreciate everyone's work so far. I will update this OP Thread with some resources and information that people have found across all servers including videos and screenshots..
Keeping this as a basic vital post highlight source so as new posts with vital information emerges I will just pin it here so it is all in one space and no need to jump around different pages..
To Begin.. The Basic Release Info from SE:
Some First Initial Basic Discoveries:
looks like you enter through Rabao
And you have 30 min to kill a bunch of trash mobs. Probably a boss at the end too.
More Initial Entry Discoveries Pinned:
About to enter Odyssey for the first time.
I'll report back. Setup is PUP, COR, BLU x2, SMN, RDM
Ok, it's looking like they made this content specifically to prevent BLUs from cleaving through this content.
Only main target took full damage. Surrounding targets took 90% reduced damage (main targeet 15k, all others 500 or less)
All mobs can be fully enfeebled (Sleep, Silence, Slow, Para) but standard rules apply for mob types (we saw Skeletons, couldn't Blind them)
I can very easily see a RUN or PLD tank running in and aggroing the group of mobs, with a BRD sleeping them all. 2 DDs kill one by one with proper support. SMN Bloodpacts were doing full damage on single mobs (same rules for BLU applied for SMN when we tried Thunderspark for lulz)
At the end, we found a group of mobs (bats) with a Fetter and a group of untargetable Yagudo. We cleared the bats, then killed the Fetter. Once the Fetter is killed, the Yagudo become targetable. For killing all of the Yagudo, you get 10 Izzat.
In total, we farmed 20 Izzat. We'll try using them tomorrow on boxes, maybe even spawn an NM. After we killed the fetter, a conflux spawned that gave us the opportunity to spawn a monster for 10 Izzat. We were low on time, so we just chose to exit.
Player with Trusts.. First Experience Testimonies:
Went in with trusts. Was able to 1 shot most things with leaden.
Yield: 31 scales and 3 scale boxes (from the chest).
Edit: Chests gave 11, 13 and 16.
More Vital Data Testimonies Discovered:
Random info:
-Killing trash gave izzat and lustreless scales
-Using 10 izzat to pop chest gave 2 scales and a box
-Killing fetter made untargetable yagudo killable, giving 10 izzat killing them all
-Popping NM with 10 izzat from ethereal junction spawned a red morbol that did blood weapon and dropped 2 boxes of scales
-Not sure what items you need to trade to junction to spawn monsters
-Was unable to use the thing at the start after killing fetter/yagudos/morbol, may have to kill all trash? I looked around and missed a pack, timed out before I could kill them all
-Moogle keeps track of trash killed, physis, and chests, and the power of your alter egos while in odyssey (Moogle Mastery)
More Testimonials and Discoveries..
Does anyone know what is needed to clear the RoE for Sheol A?
You need to run (can do on sneak/invi, only trasnparent mobs are true sight/sound) to last floor (A7) using confluxes. On last floor there is Otherworldly Vortex mentioned in RoE quest. You need to touch it (it lets you leave Odyssey too) to complete the quest. Credit for that info goes to Mischief from Bahamut.
Here is a video of my first experience with Odyssey:
YouTube Video Placeholder
Tried exploring, found more information
- I didn't realize there was a conflux on each floor to move up
- Each floor increases in mob level, capping at 131, and general nastiness of monster family (manticores, giants I remember on last floor)
- Translocators bring you down to previous levels, so the first floor one doesn't work until you find the higher level ones
- One character got stuck on a floor and couldn't move up, nor did they get the RoE objective upon someone else reaching the top
So for soloers, seems like it's best to stick to lower level floor to farm scales, more experienced parties can move up to desired difficulty for more scales. First time in would be best just getting the RoE objective and unlocking translocators.
Initial Video Detailing Climb to 7th floor for easy RoE Completion for Augment Unlock on Gear:
YouTube Video Placeholder
More Info about Moglophone KI's:
Anyways did a solo run this morning and got about 100 scales from just killing trash in first floor. Wondering what others are getting from parting up vs solo.
edit: Also can you hold one Moglophone KI on you, and then have the moogle hold one?
I was wondering this too. I picked up my KI last night and am holding it until later today and going to see if I can run two times in a row.
You can. I used my ki after few hours yesterday and when I checked moogle timer was at 15h, so it was going down while I had KI on me.
More Testimonial Higlights:
Bahamut.Lexouritis said: »Maybe Mischief will post about it, he figured it out on his mule. I'll try and post what i know, but it seems like we skip everything and just kill the fetters, mobs around the fetters, and sometimes the UNM near the fetters.
Bahamut.Lexouritis said: »and if u get to the final thing upstairs, personal chest for everyone.
Not sure if someone said it already, but you CAN store a KI. So only need to farm every 2 days!
I am confused on how people move up using sneak and invisible, in this run I explored everything, vortexes just said "you can't use this yet", or let me summon an NM but never move somewhere else, even after i killed the fetter, all the guards, the NM, opened one chest, and killed about 90% of all the mobs. If anybody can spot where in this video I should have been able to "move up" it would really help: https://www.youtube.com/watch?v=5i9GhE5nO3I
thanks At the mandies in your run. Just hug left wall and you'll find it. It took me a while to find the first flux as well, but the rest were less "hidden". A video was posted a couple pages ago showing the route.
YouTube Video Placeholder
Bahamut.Lexouritis said: »vortexes just said "you can't use this yet" Need to click Shimmering lights for access to some portals or not have aggro iirc. I may be wrong though
Bahamut.Lexouritis said: » It rewarded me again with a box + 50k gil.
did u kill a fetter? Seems like 50k per Fetter and 1 box per fetter (per character). The big Box from RoE seems to be just 1 time thing. The smaller boxes seem to be fetter based?
Killing all 4 fetters netted us about ~70 scales per run per person after touching otherworldy vortex.
Edit: With RoE quest being completed in a run, was more like 110-130.
So how many scales is it per upgrade? Didn’t see on Bg-wiki and don’t feel like shifting through posts on here. Should be just under 12 stacks to max. Based on scales only being worth 5rp instead of 10 :/
Clip to the top and nab the box, in and out, 5 minute adventure.
For realsies? SE let content like that out after the mass-ban clipping/duping-alex adventures get onto the live server? Thought they learned their lesson since the AMAN trove boxes can't be scouted via Hex IDs. The box he means is the one from completing the RoE once. You can walk to it in 6-7 mins without speed hacks anyway. The big deal about completing the RoE is you can start augmenting your gear at that point.
Well if dude already finished a piece few days after update, there isnt much time gate here it seems.
Probably just the appetitizer was released (im on a work trip, cant "enjoy" the new content till weekend...)
He finished because he bought scales or have legion of mules. Regular player with 1 account will need realistically around 10-14 days for one piece farming daily.
Traded 5 Emperor arthro shells to vortex (dunno how many it took from inventory, might have only taken 1 of the 5). Summoned Brachys, a crab that had a high ass counter rate and instantly killed me on my thf in one attack round. 500+ damage counters with no DT set. Likely not advisable to spawn mobs solo with trusts.
Bahamut.Lexouritis said: »Personal box at the end when touching Otherworldy Vortex for each FETTER you kill, for all party members. If u kill all 4 fetters AND EVERYTHING around them it seems you will get 4 boxes.
~edited phrasing
So looks like if you solo, go for trash and farm with th4+ and for group you kill featers and go touch otherwordly.
Unless maybe kill 2 featers solo and go to the top? You could open 2 chests that way and get 2 boxes. So in theory maybe even get 4 chests and some scales from farming.
Bahamut.Lexouritis said: »
Personal box at the end when touching Otherworldy Vortex for each FETTER you kill, for all party members. If u kill all 4 fetters AND EVERYTHING around them it seems you will get 4 boxes.
~edited phrasing
So looks like if you solo, go for trash and farm with th4+ and for group you kill fetters and go touch otherwordly.
Unless maybe kill 2 fetters solo and go to the top? You could open 2 chests that way and get 2 boxes. So in theory maybe even get 4 chests and some scales from farming.
I'm not sure if you need to just kill the fetters or the fetters + all the semi-invisible beastmen around the fetters.
It's possible to kill a fetter without aggro from the semi invisible beastmen that are sight aggro like Yagudo and Orcs. I'm assuming Quadav will sound aggro which makes them easier to gather in a group.
On the first day, when I duo'd with my cousin on RUN and me on COR with a THF4 set, we killed 1 fetter but stopped killing the semi-invisible beastmen because they were not dropping anything. Not all of the beastmen aggro'd. Only the Yagudo beastmen that were in sight of us or each other aggro'd us. Care needs to be taken by support in this case as support will get aggro'd if they rush in too early before the tank has claim on everything. These mobs hit very hard.
Definitely go in with at least th4 if solo farming just trash mobs.
Go in with a full, balanced party to maximize drops from fetters. The fetters are easy to kill. The beastmen hit hard and have a little more hp than common trash mobs. Helps to sleep them too as they can easily overwhelm even the toughest of tanks.
Me and a group of peeps went in yesterday, to do some testing.
Killing a fetter + beastman group rewards 10 izzat, no special drops were seen, we did not have a thief, just a range using bounty shot.
Gonna test farm some nms tonight. i tried to spawn 1 today with my alt using unity items, turns out 1 is not enough.
My second run of this is probably the best I can do.
Went in, killed all normal monsters, Feters and Beastmen, killed all of the Yaguado. I had 20 Izzat, spawn a Unity NM Which was a Sporebat type mob that died in a 4 step SC. This NM used Blood WEapon, the NM I tried yesterday used 100 fists and rek'd me.
I got 90 Izzat from Monsters and 22 from the 2 boxes that I got from NM and a chest I used them on. The only thing I didn't do on Floor 1 was spawn the Junction that said "Item can be used to pop something here" I had 3 Sarama Hides, 2 Thuban Things and neither worked, nor did a combination of them work.
All of my drops were done with TH2 from Gear.
Few unanswered questions:
How is the augmentation to Trust power in Odyssey earned? I believe the requirement must be more than simply killing sets of trash mobs and making it to the otherworldly at the end.
Rewards upon reaching end were:
360k gil from a group that killed everything on first floor, 2 NM's popped.
100k gil for solo killing 2 groups (4 izzat) worth of scrubs and reaching end.
On another run I also got 100k gil for solo killing more scrubs (4 sets I think.
Seems like the NMs from either spawn point will be one of the 119/122 unity NMs with similar mechanics, but not exactly the same as my morbol didn't go through 3 stages and only did blood weapon. May be a good ideal to either focus on repeatedly killing one to raise its kill count for the moogle or killing all of them at least once. Can't wait for Pandemonium Warden v3 in the future lol Yep. Surprised the hell out of us.
But as I said I was getting 100k for just clearing a couple of easy rooms and heading for the exit solo for the RoE.
Thinking about it, we did a bit more than the first floor full clear on that run, did a second fetter and agon mobs and popped another NM at least. spawn a Unity NM Which was a Sporebat type mob
What method did you use to spawn this nm?
So there seems to be 2 spawn methods, Unity Item (I think 5 minimum) or Izzat once you have killed a fetter.
In terms of the invisible mobs I don't know if its a coincidence or not but every time they have aggro'd they go after my GEO and no other character. Dunno if the bubble is causing something funky to happen.
It should be possible, to kill fetters on all floors + escape as low as 3 man, I cleared everything in my run and had about 3 minutes to spare but a lot of it was goofing about looking at chests etc. I'd say 4 man would be the most optimal though as you can't really AOE.
Only flaw would be is that the fetters on floors seem to be placed randomly so you could get screwed over on travel times but imagine if you wanted to eat some taco's and take that risk you could and do it no probs.
My second run experience soloing on COR with trusts:
Leaden Salute all the things
Tact/Sam with august, ygnas, monb, star sybill, koru
Killed everything on floor 1 and 4 groups on floor 2
30 izzat but could only find 2 chests to open
both chests only dropped 1 box each so was a little unlucky
TH4
Ended up with 135 scales. Could have been alot higher if I found a third chest and if the chests dropped more than 1 box each.
(I also got a message saying 'moogle magic II' when I killed a regular enemy. Must be to do with the total amount of things killed.)
Leviathan.Kingkitt said: »My findings thus far:
As stated multiples times already here, you can sneak/invisible to maneuver around the mobs here. However..
The invisible mobs appear true sight and/or sound, so you have to be cautious of them.
Appears that killing fetters gives personal loot. We all got a box.
You can solo for the RoE if you want following the guidlines above.
Competing RoE gives you 1 large box.
Clear is NOT party wide and each person must touch it individually for credit. (Also recieved 60k gil, we cleared 1 fetter/quadavs, and the mob family near it)
Didn't notice until after fetter and invisible mobs were dead, but one or the other gave 10 izzat.
Have tried a few different unity mats for unm 119/122 and traded 5 to pop a NM. NM that spawned was of the same mob family as items traded.
Tonight ill be going in with my COR GEO duo. How do you do the fetters? Kill the surrounding mobs then attack the fetter while trusts keep you alive with invisible beastmen smacking you? Then the beastmen?
Pull and kill regular mobs, until you see opportunity where nothing is close to fetter (there is always a moment when there is max 1 mob close to it at some point). Kill fetter fast (It's easy to kill. One good 2 step SC will kill it), then kill remaining mobs. I wouldn't try to aggro more than few mobs in general when solo or duoboxing, especially if you dont have Malignance set on COR.
Something of note to add was that our rng and cor were doing 0 dmg to the fetter from distance and had to move much closer to do any damage. This may relate to how aoe does much reduced damage. Max gil reward is higher than we thought, just got 495k from today's run.
Btw force popping nm's uses a single UNM mat, not 5. And they cannot be reused within the same run. Spawning NM appears to be unrelated to what you use to pop.
So far NM's we faced: Tipuli(fly),Aegupius,harpe(weapon),leucippe and physis (morbol).
Moogle mastery ranks up as you kill stuff, @287 kills, 8x NM and 2 chests we at Mastery III.
Max gil reward is higher than we thought, just got 495k from today's run.
Btw force popping nm's uses a single UNM mat, not 5. And they cannot be reused within the same run. Spawning NM appears to be unrelated to what you use to pop.
So far NM's we faced: Tipuli(fly),Aegupius,harpe(weapon),leucippe and physis (morbol).
Moogle mastery ranks up as you kill stuff, @287 kills, 8x NM and 2 chests we at Mastery III.
Do you need to touch the flux on the top floor to get the gil? Or when does the gil actually get distributed to you? Yes, you have to leave personally to get it, and as always if other party members are fighting its locked out.
My second run experience soloing on COR with trusts:
Leaden Salute all the things
Tact/Sam with august, ygnas, monb, star sybill, koru
Killed everything on floor 1 and 4 groups on floor 2
30 izzat but could only find 2 chests to open
both chests only dropped 1 box each so was a little unlucky
TH4
Ended up with 135 scales. Could have been alot higher if I found a third chest and if the chests dropped more than 1 box each.
(I also got a message saying 'moogle magic II' when I killed a regular enemy. Must be to do with the total amount of things killed.)
Tonight ill be going in with my COR GEO duo. How do you do the fetters? Kill the surrounding mobs then attack the fetter while trusts keep you alive with invisible beastmen smacking you? Then the beastmen?
Pull/kill regular mobs with ranged attack. Run in to fetter with max 1 or 2 shadows aggro. Kill fetter > kill the rest.
Just look out what you aggro. Aggroing BLM mob that stand close to middle will probably result in mass link eventually. Regular mobs dont link at all, but transparent mobs (before and after killing fetter) do.
Each flux takes you to a higher floor. There are 7 floors with the 7th floors flux being the exit and the RoE objective.
Each flux takes you to a higher floor. There are 7 floors with the 7th floors flux being the exit and the RoE objective. Not sure if it was mentioned, but looks like you can't pop the same NM twice from UNM mats in the same run. Popped once on first floor, and later on the 4th floor it gave a message saying we couldn't pop the same NM again.
Sharing Shamgi's notes posted in the BST forum for relevant details:
Ok, just went into an Odyssey and discovered some things:
1. You can charm things in there. Things seemed to be fairly simple to charm, and Charm+ gear meant that my dhalmel stayed charmed 15+ minutes.
2.Charmed pets seem to be quite strong. Beyond the normal HP, they seemed to have fairly high damage, hitting other mobs in their own pack for 4-600 a swing, with crits as high as 900. My Dhalmel once used Berserk and those numbers got pretty big, same with their Sound Wave move. My record was a crit for 1500 or so. This is with NQ food and no other pet related buffs. I had one crawler end up at 74% when it killed another crawler in the pack, likely benefiting from all the DA and Haste.
3. Pets seem quite effective at killing the Halos. They hit hard already, but notably, they aggro nothing, not even the Beastmen around the Halos when doing so. The Halo produces a damaging AOE every couple of seconds that was hitting for 200 or so, but the pet, with it's 40k+ HP, doesn't care at all. Indeed, I left the pet to it's own devices and killed other packs with trusts while it worked the halo down itself, which actually seemed quite nice. When it died, the Orcs around it didn't aggro, so it was easy to pull them one by one, as they don't link either.
4. Mob spawns are random, which can hurt this strat, but from two runs a majority of the packs seem charmable, and many of them are often pretty powerful. Given the strat above, I feel like a monk style pet would be best here.
Overall, I'm super interested in trying this with a full group where you can use the pet to deal with adds while you work on a pack yourself and to safely kill Halos while you clear other things.
One issue was Sic, the recast was way worse than I remembered, and my lua isn't set up at all to deal with it. My best guess is to just set up my gearswap to always produce a physical damage set for Sic and then just use pets who focus physical damage with their TP moves. If it's a buff move, then no big deal, if it's physical then it's the right set.
They do link, my experience has been all sight linking though (fought orcs and yags so far). Do not link with the Fetter though, found this out by trying to range attack the fetter down, only to realize the fetter is immune to auto-range attacks.
They do link, my experience has been all sight linking though (fought orcs and yags so far).
Well its kinda expected. Orc, Yagudo and Goblins are all sight aggro/link. Quadavs are sound aggro/link and it's how they are in Odyssey too.
They arent immune to ranged attacks you just need to be stood in the fetter to do damage.
So not immune to ranged attacks, but immune to any attacks from a range. XD
As with all farming things it's more efficient to solo, if the kill speed is high, like 119 content. 6 solos have 6x more chances for boxes.
Luck's definitely a factor; and yeah I think solo probably is best.
I think a lot of it has to do with people finding each other, people needing to sneak/invis themselves, and having to stagger the flux (so it doesn't glitch out). Was a lot of wasted time there.
Was just curious if other groups were experiencing it as well.
Went in as Pup/Whm. Killed 3 Fetters, champion NM on floor 7 after fetter, and a few other random mobs using automaton only.
Literally no drops + exit only gave me 5k gil.
I wonder if you need to take an action on the fetters or something yourself before you can get drops or credit for killing them.
Went in as Pup/Whm. Killed 3 Fetters, champion NM on floor 7 after fetter, and a few other random mobs using automaton only.
Literally no drops + exit only gave me 5k gil.
I wonder if you need to take an action on the fetters or something yourself before you can get drops or credit for killing them. As group you are suppose to kill Fetter at floor 1,3,5 and 7 and run to otherworldy vortex at the end. You should get 4 PERSONAL box from otherworldy that way and I think one more personal box from killing beastman kings at floor 7 (they are around Fetter there).
So thats 5 personal chests
At least 40 Izzat to open chests
Probably at least 40 single scales from killing trash around fetters if you take at least TH4 with you.
Small boxes are on avg around 13 scales?
So probably around 70-80 scales at least per person, maybe more if you have time to farm more.
Very good geared solo player on specific job like COR, can get more with luck, but it might be other bonuses from killing fetters and NMs that we might dont know about.
Went in as Pup/Whm. Killed 3 Fetters, champion NM on floor 7 after fetter, and a few other random mobs using automaton only.
Literally no drops + exit only gave me 5k gil.
I wonder if you need to take an action on the fetters or something yourself before you can get drops or credit for killing them.
No, you need to kill Fetter AND beastman mobs around it to get credit for personal box at the end and 10 Izzat. I assume you killed only Fetters.
Bahamut.Lexouritis said: »THF can pick the locks/chests in odyssey, in case no one mentioned, or knows about it yet. However some times mimic will pop out. Unsure how hard they are, as it opens with deathtrap, and his mule has sparks gear (and it got one shot). Credit goes to mischief
"Either gave a 'however it has no effect' message and consumed the tool, opened the chest, or a mimic popped out"
Awesome Map created by Pantafernando:
I made a quick map of Odyssey to make ease to hit the fluxes.
Etheral Junctions, Fetters and camps change apparently random.
EDIT: all maps have North heading the upper border.
Aegypius NM:
Bird
Popped using 5 Abyssdiver feathers
Uses Broadside Barrage and Damnation Dive
Uses Perfect Dodge at low HP and gains an Encumbrance aura that stays for the rest of the fight
Carbuncle.Papesse said: »Beware of the Treant NM Ptelea and its dangerous Leafstorm AoE. Leafstorm is hybrid wind based. It can crit, miss, be absorbed by shadows and Elemental Sforzo. One For All, Gelus Valiance and Baraero substantially reduce damage.
As far as getting these telepoints, mentioned on BGwiki's Odyssey page that you're supposed to be able to travel between to get to further levels of Odyssey, does anyone have any info on the requirements to gain access to these? Do you have to kill all of the fetters to go up a floor? Also, has anyone tried going in with a group of six and then disbanding and everyone using their own trusts to expediate the process of both killing enemies on every floor, taking care of all the fetters on a floor and then popping the nm's so that you might progress to these tele-points if those happened to be the requirements? I know some players might have found that they can farm higher amounts of the Lustreless Scales solo rather than teaming up but if you go in with 6 and then make you're own parties with trusts.. and there are multiple telepoints with up to say 15 sets of mobs and fetters then the possibility of having a high return still might be worth it.
Another thing i noticed maybe means nothing but i saw some pixels floating out of nowhere that seemed like a mobs name. Maybe a glitch? Or the others maps? Or a random mob?
I'm sure people regularly killing fluxes/beastmen already knew this, but AoEs that would have hit the untargettable/invisible beastmen will still generate enmity on them, so people should watch for that if they're sleepgaing or horde lullabying fodder.
We spawned an NM in today's run.
Brachys: Crab NM (PLD/MNK)
Had a pretty decent (25-30%) Counter rate. Bubble Curtain's Shell effect reduced enspell (RDM with Crocea Mors) dmg to 0 unless it was dispelled. Used Invincible at 25%. Easily landed enfeebles (Slow, Para, Blind, Frazzle, Distract) Pretty easy fight overall.
It was spawned using 10 Izzat after we killed Fetter + Beastmen mobs surrounding it.
Asura.Ladyofhonor said: »I have Moogle Mastery III, not sure what's doing it. Status report has:
Nostos killed: 306
Damysus: 2
Salmandra: 2
Cynara: 1
Chests: 3
Seems I ranked up when I killed an Agon Bruiser.
The augment system is “tiered”. I’m working on my alts Emeici +1.
Ranks 1-5 give +2 damage. Ranks 6-10 give +2 damage, +3 acc/macc. I assume ranks 11-15 give +2 damage, +3 acc/macc, +2 crit rate.
That’s a neat way to do it, it incentivizes the more expensive ranks.
Just had a bad solo experience... turns our not all popped NM's are soloable. Do not recommend popping the nm's for 10 izzat.
Got a cactus who would constantly triple attack and did 600 normal / 1200 crit per attack round. August got insta-KO then healer then myself within 7 seconds.
Recent Video by Brother Ejinn and Martel:
YouTube Video Placeholder
|
|