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Sortie Release - Info
By Felgarr 2023-07-16 19:09:59
I have a question about Esurian Botulus (the E metal sub-boss)
According to BG Wiki we must kill it with a WS from behind while all party members are on its hate list and while all party members are also within 10’ of it.
I did all that, no box. Reset with the device, no box again.
I have now done this 4 times in a row and still got no box.
Am I doing something wrong? It’s really hard to solo farm Dhartok without that metal lol. Is it bugged or is the information still kinda spotty on it?
Finishing blow does not matter. Hate list does not matter. It is most of the damage from behind it and keep in mind that SC damage does not count as damage from behind it, so if you arent careful you can do too much damage from SC alone to get it.
Incredible. Thanks for clarifying this. I'd like to pour out to the ML50 WAR who would upheaval > upheaval for Light/Radiance against this thing. Jesus H. Christ.
By Lili 2023-07-17 09:25:44
Did anybody try throwing out wings/key/plate/shard/metal/sheet while fighting Ixion? We have one "throw out temp item" objective, I don't see why we couldn't have two.
[+]
By Pantafernando 2023-07-17 09:34:47
There are so many possibilities how to trigger a proc.
Is there a list what didnt or did work, to begin with?
By K123 2023-07-17 10:14:59
You could pull whole big rooms on 2 BLUs and with Malaise Entomb them down in 2 minutes. Probably 15-20min top to clear everything, maybe less. I don't believe you could do it this fast, the zone is large.
By SimonSes 2023-07-17 10:26:31
You could pull whole big rooms on 2 BLUs and with Malaise Entomb them down in 2 minutes. Probably 15-20min top to clear everything, maybe less. I don't believe you could do it this fast, the zone is large.
Go Sought from start, pull everything close to boss Pull#1
Go East to square corridors pull fomors from there to small room with 6 fomors Pull#2
Go South and pull big room Pull#3
Go North and pull from both north and south room from D teleporter Pull#4
Go north to last big room Pull#5
Every pull and kill shouldn't be more than 4 min.
Technically you could pull more at once and do it in like 3 pulls, but they deaggro, so dragging them long distance isn't fun and could end up with more time spent.
Fenrir.Jinxs
Server: Fenrir
Game: FFXI
Posts: 541
By Fenrir.Jinxs 2023-07-17 11:34:39
How geared of a blu?
Can I get away with osash and +2's?
I haven't done sortie on Blu since it came out so I can't remember how much dmg I did to formors but I was able to cleave A reliably no geo/Cor buffs.
Fenrir.Velner
Server: Fenrir
Game: FFXI
Posts: 429
By Fenrir.Velner 2023-07-17 12:34:42
How geared of a blu?
Can I get away with osash and +2's?
I haven't done sortie on Blu since it came out so I can't remember how much dmg I did to formors but I was able to cleave A reliably no geo/Cor buffs.
I know a couple people who need the D Sheet on Fenrir that I am planning to help out. Maybe we can organize it for tonight? Crank it out and then do A/E for some extra Gallimaufry.
By K123 2023-07-17 13:22:46
You could pull whole big rooms on 2 BLUs and with Malaise Entomb them down in 2 minutes. Probably 15-20min top to clear everything, maybe less. I don't believe you could do it this fast, the zone is large.
Go Sought from start, pull everything close to boss Pull#1
Go East to square corridors pull fomors from there to small room with 6 fomors Pull#2
Go South and pull big room Pull#3
Go North and pull from both north and south room from D teleporter Pull#4
Go north to last big room Pull#5
Every pull and kill shouldn't be more than 4 min.
Technically you could pull more at once and do it in like 3 pulls, but they deaggro, so dragging them long distance isn't fun and could end up with more time spent. So what are you suggesting? PLD BLU BLU COR GEO ???
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10136
By Asura.Sechs 2023-07-17 13:35:15
Since I've never used it in Sortie, may I ask what do you people use RDM for in Sortie? What's expected out of a RDM in the two main setups for Sortie?
Mage setup
Other than keeping the relevant buffs on pt members, which debuffs are you expected to land? Frazzle of course (except Dhartok), what else makes a difference?
And I suppose RDM is supposed to nuke, at least when Rayke is up, but maybe even when it's not?
Which SJ between /SCH and /BLM?
Melee Setup
I guess RDM here is supposed to go /NIN or /DNC to help with DD once all relevant debuffs (which?) are up.
Would you use naegling MH or Crocea? If so which enspell?
Thanks for your time.
By Pantafernando 2023-07-17 13:38:57
I think Eijin melee strats use and abuse gravity kiting on RDM.
I myself am dying to see if a RDM/RUN can work as a tank for dhartok and triboulex
[+]
Server: Bahamut
Game: FFXI
Posts: 91
By Bahamut.Boposhopo 2023-07-17 14:19:18
Since I've never used it in Sortie, may I ask what do you people use RDM for in Sortie? What's expected out of a RDM in the two main setups for Sortie?
Depends on what you're fighting and what setup primarily. Ex. if you're doing Aminon RDM is pretty important to stymie a sleep onto Aminon after Bane giving you time to get buffs back up. As many debuffs as they can work in as well as /DRK for Absorb-TP. The other bosses they can assist with skillchains (maybe not so much on C/G due to constant TP reset).
Melee is mainly buff/debuff/DPS. Seraph Blade does great Damage of C/G boss if you're doing Melee, works ok on A/E boss as well. After that Savage or Black Halo for the rest of them works very well.
By Taint 2023-07-17 14:32:44
I think Eijin melee strats use and abuse gravity kiting on RDM.
I myself am dying to see if a RDM/RUN can work as a tank for dhartok and triboulex
Ghartok and Triboulex don't need a tank, just a decent hybrid set.
We just RDM often. (mules or mains)
Help DPS, Haste 2 the field, Distract, Addle, Dia3. Gravity F and H bosses.
Upheaval > Savage > Upheaval all the things. Flat blad for Stuns on Naak, Botulus etc. MB nukes can be useful as well.
Carbuncle.Maletaru
Server: Carbuncle
Game: FFXI
Posts: 2688
By Carbuncle.Maletaru 2023-07-17 14:36:17
Our RDM is doing BH for all 8 bosses. Savage doesn't work for us because (for basement at least) COR and BRD are doing Savage on 3 of them. Seraph might work, we haven't tried.
That said, he's using Maxentius for most of the run. Dia 3, Distract III, and that's pretty much it most of the time. Grav for F, depending on mode. Keeps up haste II and maybe refresh, otherwise I don't think he's doing much buffing.
Bahamut.Tattered
Server: Bahamut
Game: FFXI
Posts: 5
By Bahamut.Tattered 2023-07-17 14:38:38
I think Eijin melee strats use and abuse gravity kiting on RDM.
I myself am dying to see if a RDM/RUN can work as a tank for dhartok and triboulex
RDM/RUN can tank Dhartok and Triboulex, as long as the majority of damage is magic damage. I was our group's tank as RDM/RUN in the early days of basement Sortie for a group that was using Rangers for the majority of damage - if I remember right, one would open a skillchain and the other would close it with Trueflight for 99k + 99k skillchain damage. Gravity kiting worked fine for Dhartok, and I was able to facetank Triboulex - lots of self-Cure IV to keep HP up and generate extra enmity. The problem is that enmity gear is few and far between for Red Mage (Hello Dux Finger Gauntlets +1 as the best piece for hands, ugh!) so you have to be careful timing your big enmity-generating moves so you don't get splatted while in the enmity set.
If you REALLY need extra enmity, Chainspell + Flash (RDM/PLD) or Foil (RDM/RUN) worked great for ensuring Dhartok stuck to me when I didn't have as much enmity gear at the beginning.
Phoenix.Iocus
Server: Phoenix
Game: FFXI
Posts: 1634
By Phoenix.Iocus 2023-07-17 15:05:50
You can even RDM/WHM on Dhartok because it gets flash and can get rid of it's own poison. I've beaten it with a duo and it probably could have been a solo.
You can also RDM/DNC and use your enmity set on Haste Samba, Jigs, and Animated Flourish.
Fenrir.Velner
Server: Fenrir
Game: FFXI
Posts: 429
By Fenrir.Velner 2023-07-17 16:08:13
Since I've never used it in Sortie, may I ask what do you people use RDM for in Sortie? What's expected out of a RDM in the two main setups for Sortie?
Mage setup
Other than keeping the relevant buffs on pt members, which debuffs are you expected to land? Frazzle of course (except Dhartok), what else makes a difference?
And I suppose RDM is supposed to nuke, at least when Rayke is up, but maybe even when it's not?
Which SJ between /SCH and /BLM?
Melee Setup
I guess RDM here is supposed to go /NIN or /DNC to help with DD once all relevant debuffs (which?) are up.
Would you use naegling MH or Crocea? If so which enspell?
Thanks for your time.
I can speak to melee setup. RDM/NIN using Black Halo with Maxentius/Thibron on Dhartok, Triboulex, and Aita. RDM switches to the Prime Sword for Gartell using Imperator. Prior to having a Stage 3, would use Mandau/Mercy Stroke on Gartell. The only debuffs we worry about are Dia III and Distract III. Gravity II is used on Gartell for Wind Hand phase when applicable. After that, just focus on smacking out WS damage. RDM buffs Haste II throughout the run and Phalanx II prior to a basement boss fight.
By SimonSes 2023-07-18 07:07:31
I can speak to melee setup. RDM/NIN using Black Halo with Maxentius/Thibron on Dhartok, Triboulex, and Aita. RDM switches to the Prime Sword for Gartell using Imperator. Prior to having a Stage 3, would use Mandau/Mercy Stroke on Gartell. The only debuffs we worry about are Dia III and Distract III. Gravity II is used on Gartell for Wind Hand phase when applicable. After that, just focus on smacking out WS damage. RDM buffs Haste II throughout the run and Phalanx II prior to a basement boss fight.
Basically this, but I would add few things:
1. Proc D/H with right spell after TP move (You can Chainspell H, because why not)
2. Help kill botulus in E with enspell/Sanguine from behind
3. Help kill elementals in B fast with sanguine
4. Killshot acuex with magic in A
5. You can make 4steps in D, because RDM do it with easy with TemperII/samurai (I usually do THF and RDM and sometimes BLM, while other DDs do WAR, MNK, WHM. This is not required tho, just speeds up the process)
Alternative for F: You dont melee at all as RDM (COR only shoots with AM3 Arma), but instead two DDs use best WSs to create strong Darkness skillchain (BRD can double Darkness with Rudra) and you Magic burst that with Chainspell Stone V or Blizzard V depends on hand. Additional debuffs here are Frazzle III (stymie) and Inundation. Reason for this is COR and RDM don't really have good Distortion/Gravitation WSs (Mercy stroke only hits for 30k+) and Tier5 MB does 30k with chance to blue proc it and drop its DT. I especially like this alternative for Thunder Hand, because stuns from Gartell in this setup are obnoxious and full zerg is limited with it. Having Caliburnus and/or Prime flute could push us to full zerg eventually tho, because it will be probably more possible to kill it with Asylum being up whole time and blocking stuns (currently we save Asylum for last 50% if thunder hand unless it switch to wind hand before that threshold).
Server: Asura
Game: FFXI
Posts: 1408
By Asura.Toralin 2023-07-18 07:51:50
We were able to beat ABCDEFGH + Aminon all in one run today, albeit just barely. Entered with Fragments 1+2, no Shards or Metals, and beat the final boss (Gartell) with just 45 seconds remaining. Ended up with about 80k Gallimaufry from that run.
Job Composition: SCH/DRK, RDM/DRK, BLM/SCH, RUN/SCH, COR/DNC, GEO/DRK. BLM/DRK is not necessary if Monk's Roll is used and the GEO, RDM, and SCH keep using Absorb-TP off cooldown. COR/DNC offers more damage with Skillchain Bonus Trait and offhand Dagger vs. more TP with /SAM - we never really have TP issues after Tactician's Roll is up on Aminon, so /DNC seems better overall. RUN/SCH is mainly for Accession Sneak+Invis to speed things up after boss kills.
Initial buffs/Shard farming: Outside buffs: Naturalist's Roll -> Protect/Shell V, Aquaveil, then Regen V in full duration set just before entry.
Starting buffs: Head to Device -> Samurai Roll, Accession Firestorm II, Voidstorm II on COR, then split up for Shards:
RDM+RUN+GEO - Head South to D boss area. Pull at least 3 fomors and perform a 4-step SC using whatever you can (we do Seraph Blade>True Strike>Seraph Blade>Freezebite or some combination thereof), then kill them and proceed to D boss once all Shards are obtained.
BLM: Head Northwest from start, pull 3-6 Acuex. Mana Wall and AoE them to 5-15% then finish them off with single target nukes for A Shard (and Metal if 6 pulled), then head South to D boss area or C to help SCH if needed.
COR: Port to B and head South. Kill 5 Air Elementals with a multistep SC. Leaden Salute -> Viper Bite -> Leaden Salute 3-step usually kills them, but can close a 4-step with Wildfire if needed. After killing 5, port to start and head to D boss area or C to help SCH if needed.
SCH: Port to C. Kill 3 Corses, using SC -> MB at least once on each. Be very careful of blood aggro! MBing Helix II can speed up the kills. Once finished, port to start and head South to D boss area.
Ideally, Degei is pulled at around the 6-7 minute mark.
ABCDEFGH Bosses: Boss Order: If you do NOT have Fragment #4, D -> H -> C -> B -> A. Otherwise, D -> A -> B -> C is likely ideal. After first floor bosses, go for whatever Fragments you are missing, then Aminon, then the remaining basement bosses. In our first 9/9 run, we did D>H>C>B>A>G>Aminon>E>F.
Ghatjot / Dhartok: Stone SC, Sniper Shot -> Geohelix works with Distract. Burn and Vidohunir (MDB-10) land.
Leshonn / Gartell: Sniper Shot -> Geohelix or Split Shot -> Cryohelix SC depending on element, or just normal SCH SCs. Vidohunir lands with thunder hand active. Make sure RUN drops Shell, of course. You CAN use Helix I to close Skillchains if you have a Helix II with low damage already active.
Skomora / Triboulex: Sniper Shot -> Ionohelix -> Dimidiation SC, assuming TP isn't eaten. Burn, Vidohunir, and Impact all land. Use Crooked Bolter's Roll afterwards if you didn't get C and/or G Metal - C Metal usually isn't worth it, G metal usually is in our experience.
Degei: Put up Monk's Roll. SCH SC according to element. Vidohunir lands after Flashflood or Fulminous Smash, Burn lands after Flaming Kick or Icy Grasp. Nothing noteworthy lands after Eroding Flesh, sadly.
Aita: Same as Degei, except use Tabula Rasa, Bolster, and Cutting Cards (on the SCH). 3 minutes after pull, if it's not dead, RUN uses Sforzo to soak Vivisection and everyone else runs away.
Aminon: Before pull - Perpetuance/Accession Adloquium, Voidstorm II, Accession Regen V. SCH stays in Light Arts to Perpetuance Regen V the RUN after Bane of Tartarus.
RUN pulls -> spam Stone until an elemental TP move is used, then repeatedly heal it to force Bane of Tartarus.
Demonfire -> Fire
Frozen Blood -> Blizzard
Blast of Reticence -> Aero
Ensepulcher -> Stone
Ceaseless Surge -> Thunder
Torrential Pain -> Water
Impudence - No element, but if RUN doesn't have seal, this inflicts Doom + hate reset, so be wary.
After Bane, stop nuking immediately, and RUN pull it to corner. If Bane kills RUN, whoever has hate pull it to corner instead while RUN gets up and rebuffs. Start Absorb-TPs once Frazzle is on, and use it on cooldown.
RDM: Stymie+Saboteur Sleep II once positioned, then Frazzle III -> Slow/Paralyze II -> Protect V/Shell V/Phalanx II on RUN. Use Absorb-TP on cooldown. Lock main/sub for Seraph Blade for Skillchain.
COR: Caster's Roll -> Monk's Roll on backline in that order, then Crooked Tactician's Roll on self and RDM (and maybe RUN). Use Quick Draw, Icarus Wing, and other TP increasing things such as Volte Harness until Tactician's Roll active to keep up with Skillchains. Close each Skillchain with Leaden Salute - DO NOT use Wildfire, its damage is garbage. Use Random Deal on the RUN for Gambit/Rayke after first usage, so they hopefully are up for both Kaustra usages. Can Wild Card after the second Kaustra.
GEO: Indi-Acumen, Geo-Malaise, Entrust Indi-Haste. Absorb-TP on cooldown - if it's missing, either Frazzle is off or your sets don't have enough MACC. Switch to Indi-INT for Kaustra. Indi-Focus shouldn't be needed unless sets are lacking MACC.
BLM: If Death is up, Comet -> Death every SC. Otherwise, just Comet. Aspir and Myrkr can keep MP full. If Death cooldown is already 36 seconds (the minimum), can use Ebullience Comet instead.
RUN: Lux Valiance/Vallation for defense, Tenebrae Gambit/Rayke for offense. Use Sanguine Blade to assist with WS wall - Reikiko is great for this. Keep Stoneskin up as much as possible. Save Gambit/Rayke for Kaustra if possible. Make sure Valiance hits everyone for recasts.
SCH: Two main Skillchains: Luminohelix -> Stone -> Leaden Salute, and Omniscience -> Seraph Blade (RDM) -> Leaden Salute. Never stop Skillchaining unless COR doesn't have TP! Luminohelix -> Seraph can be used if SCH swaps weapons (only really needed for Kaustra damage). Try to use Absorb-TP on cooldown while still keeping SCs up. Keep capped Noctohelix II on throughout the fight, and MB with Impact in damage gear after BLM's Comet if Death is down. Use Tabula Rasa at some point, and do Kaustra twice. Embrava the backline and Regen V the RUN while TR is active. If fast enough, Storm/Adloquium should not need to be reapplied before the fight ends.
Total time from pull -> kill should be within 10-13 minutes. If you get lucky with Wild Card, it could be shorter.
IF Aminon gets a TP move off after Bane:
Incessant Void - Force Bane of Tartarus again. Be very careful of fetters, as he spawns a large amount of them at lower %s.
Any other TP move - Recover and continue as normal.
Overall, doing 9/9 bosses consistently is probably not going to happen right now - even with perfect execution, you still need at least some luck with Bitzers, COR, and Gartell/Aita element swaps. However, if you prioritize missing Fragments and keep doing Aminon every time you get 4, you can kill Aminon 3-4 times in a row before missing him on one run and just doing 8/8 instead, which is a higher average galli count than alternating runs.
If you're dead set on going for 9/9 bosses, my advice is don't do Aminon last. Try to end on Gartell, Triboulex, or Aita, to minimize bitzer RNG. Doing Aminon earlier also guarantees you don't miss out on 30k galli if you fall short.
We started giving Aminion a go today and some limited success and had the following questions:
Job Composition: SCH/DRK, RDM/DRK, BLM/SCH, RUN/SCH, COR/DNC,
Why RUN/SCH what is the SJ doing/helping? is that a typo?
With SCH RDM GEO on Absorb-Tp we couldnt keep him from TPing, We dont know if we need to focus on our absorb sets/buffs or wether we should concentrate on making the RUN take 0's. We should be capped on subtle blow with monk roll.
Absorbs were 100-400tp, switched to focus just to try to make sure they were landing and they stayed around 100-400tp, but we couldnt do more than 2 skillchains and he would get the TP move off causing us to scramble and force the Bane again. After him TPing about 5 times we eventually started to succomb to all the fetters and wiped.
Carbuncle.Maletaru
Server: Carbuncle
Game: FFXI
Posts: 2688
By Carbuncle.Maletaru 2023-07-18 09:08:40
I'm not in that group but they've mentioned that RUN/SCH is pretty much just to aoe sneak/invis etc. because they don't need /BLU for anything, and it generally helped speed things up in the running around phases.
I believe getting hit for 0 is pivotal to the strat, if you're being hit for real damage that is likely your problem.
Absorb-TP takes a % of the mob's TP, can't take above ~40% of the mob's TP, so it's a decent gauge of how much TP it has, and you can use it as a gauge for whether you can afford to continue giving it TP or not.
Server: Cerberus
Game: FFXI
Posts: 1809
By Cerberus.Shadowmeld 2023-07-18 09:28:21
We were able to beat ABCDEFGH + Aminon all in one run today, albeit just barely. Entered with Fragments 1+2, no Shards or Metals, and beat the final boss (Gartell) with just 45 seconds remaining. Ended up with about 80k Gallimaufry from that run.
Job Composition: SCH/DRK, RDM/DRK, BLM/SCH, RUN/SCH, COR/DNC, GEO/DRK. BLM/DRK is not necessary if Monk's Roll is used and the GEO, RDM, and SCH keep using Absorb-TP off cooldown. COR/DNC offers more damage with Skillchain Bonus Trait and offhand Dagger vs. more TP with /SAM - we never really have TP issues after Tactician's Roll is up on Aminon, so /DNC seems better overall. RUN/SCH is mainly for Accession Sneak+Invis to speed things up after boss kills.
Initial buffs/Shard farming: Outside buffs: Naturalist's Roll -> Protect/Shell V, Aquaveil, then Regen V in full duration set just before entry.
Starting buffs: Head to Device -> Samurai Roll, Accession Firestorm II, Voidstorm II on COR, then split up for Shards:
RDM+RUN+GEO - Head South to D boss area. Pull at least 3 fomors and perform a 4-step SC using whatever you can (we do Seraph Blade>True Strike>Seraph Blade>Freezebite or some combination thereof), then kill them and proceed to D boss once all Shards are obtained.
BLM: Head Northwest from start, pull 3-6 Acuex. Mana Wall and AoE them to 5-15% then finish them off with single target nukes for A Shard (and Metal if 6 pulled), then head South to D boss area or C to help SCH if needed.
COR: Port to B and head South. Kill 5 Air Elementals with a multistep SC. Leaden Salute -> Viper Bite -> Leaden Salute 3-step usually kills them, but can close a 4-step with Wildfire if needed. After killing 5, port to start and head to D boss area or C to help SCH if needed.
SCH: Port to C. Kill 3 Corses, using SC -> MB at least once on each. Be very careful of blood aggro! MBing Helix II can speed up the kills. Once finished, port to start and head South to D boss area.
Ideally, Degei is pulled at around the 6-7 minute mark.
ABCDEFGH Bosses: Boss Order: If you do NOT have Fragment #4, D -> H -> C -> B -> A. Otherwise, D -> A -> B -> C is likely ideal. After first floor bosses, go for whatever Fragments you are missing, then Aminon, then the remaining basement bosses. In our first 9/9 run, we did D>H>C>B>A>G>Aminon>E>F.
Ghatjot / Dhartok: Stone SC, Sniper Shot -> Geohelix works with Distract. Burn and Vidohunir (MDB-10) land.
Leshonn / Gartell: Sniper Shot -> Geohelix or Split Shot -> Cryohelix SC depending on element, or just normal SCH SCs. Vidohunir lands with thunder hand active. Make sure RUN drops Shell, of course. You CAN use Helix I to close Skillchains if you have a Helix II with low damage already active.
Skomora / Triboulex: Sniper Shot -> Ionohelix -> Dimidiation SC, assuming TP isn't eaten. Burn, Vidohunir, and Impact all land. Use Crooked Bolter's Roll afterwards if you didn't get C and/or G Metal - C Metal usually isn't worth it, G metal usually is in our experience.
Degei: Put up Monk's Roll. SCH SC according to element. Vidohunir lands after Flashflood or Fulminous Smash, Burn lands after Flaming Kick or Icy Grasp. Nothing noteworthy lands after Eroding Flesh, sadly.
Aita: Same as Degei, except use Tabula Rasa, Bolster, and Cutting Cards (on the SCH). 3 minutes after pull, if it's not dead, RUN uses Sforzo to soak Vivisection and everyone else runs away.
Aminon: Before pull - Perpetuance/Accession Adloquium, Voidstorm II, Accession Regen V. SCH stays in Light Arts to Perpetuance Regen V the RUN after Bane of Tartarus.
RUN pulls -> spam Stone until an elemental TP move is used, then repeatedly heal it to force Bane of Tartarus.
Demonfire -> Fire
Frozen Blood -> Blizzard
Blast of Reticence -> Aero
Ensepulcher -> Stone
Ceaseless Surge -> Thunder
Torrential Pain -> Water
Impudence - No element, but if RUN doesn't have seal, this inflicts Doom + hate reset, so be wary.
After Bane, stop nuking immediately, and RUN pull it to corner. If Bane kills RUN, whoever has hate pull it to corner instead while RUN gets up and rebuffs. Start Absorb-TPs once Frazzle is on, and use it on cooldown.
RDM: Stymie+Saboteur Sleep II once positioned, then Frazzle III -> Slow/Paralyze II -> Protect V/Shell V/Phalanx II on RUN. Use Absorb-TP on cooldown. Lock main/sub for Seraph Blade for Skillchain.
COR: Caster's Roll -> Monk's Roll on backline in that order, then Crooked Tactician's Roll on self and RDM (and maybe RUN). Use Quick Draw, Icarus Wing, and other TP increasing things such as Volte Harness until Tactician's Roll active to keep up with Skillchains. Close each Skillchain with Leaden Salute - DO NOT use Wildfire, its damage is garbage. Use Random Deal on the RUN for Gambit/Rayke after first usage, so they hopefully are up for both Kaustra usages. Can Wild Card after the second Kaustra.
GEO: Indi-Acumen, Geo-Malaise, Entrust Indi-Haste. Absorb-TP on cooldown - if it's missing, either Frazzle is off or your sets don't have enough MACC. Switch to Indi-INT for Kaustra. Indi-Focus shouldn't be needed unless sets are lacking MACC.
BLM: If Death is up, Comet -> Death every SC. Otherwise, just Comet. Aspir and Myrkr can keep MP full. If Death cooldown is already 36 seconds (the minimum), can use Ebullience Comet instead.
RUN: Lux Valiance/Vallation for defense, Tenebrae Gambit/Rayke for offense. Use Sanguine Blade to assist with WS wall - Reikiko is great for this. Keep Stoneskin up as much as possible. Save Gambit/Rayke for Kaustra if possible. Make sure Valiance hits everyone for recasts.
SCH: Two main Skillchains: Luminohelix -> Stone -> Leaden Salute, and Omniscience -> Seraph Blade (RDM) -> Leaden Salute. Never stop Skillchaining unless COR doesn't have TP! Luminohelix -> Seraph can be used if SCH swaps weapons (only really needed for Kaustra damage). Try to use Absorb-TP on cooldown while still keeping SCs up. Keep capped Noctohelix II on throughout the fight, and MB with Impact in damage gear after BLM's Comet if Death is down. Use Tabula Rasa at some point, and do Kaustra twice. Embrava the backline and Regen V the RUN while TR is active. If fast enough, Storm/Adloquium should not need to be reapplied before the fight ends.
Total time from pull -> kill should be within 10-13 minutes. If you get lucky with Wild Card, it could be shorter.
IF Aminon gets a TP move off after Bane:
Incessant Void - Force Bane of Tartarus again. Be very careful of fetters, as he spawns a large amount of them at lower %s.
Any other TP move - Recover and continue as normal.
Overall, doing 9/9 bosses consistently is probably not going to happen right now - even with perfect execution, you still need at least some luck with Bitzers, COR, and Gartell/Aita element swaps. However, if you prioritize missing Fragments and keep doing Aminon every time you get 4, you can kill Aminon 3-4 times in a row before missing him on one run and just doing 8/8 instead, which is a higher average galli count than alternating runs.
If you're dead set on going for 9/9 bosses, my advice is don't do Aminon last. Try to end on Gartell, Triboulex, or Aita, to minimize bitzer RNG. Doing Aminon earlier also guarantees you don't miss out on 30k galli if you fall short.
We started giving Aminion a go today and some limited success and had the following questions:
Job Composition: SCH/DRK, RDM/DRK, BLM/SCH, RUN/SCH, COR/DNC,
Why RUN/SCH what is the SJ doing/helping? is that a typo?
With SCH RDM GEO on Absorb-Tp we couldnt keep him from TPing, We dont know if we need to focus on our absorb sets/buffs or wether we should concentrate on making the RUN take 0's. We should be capped on subtle blow with monk roll.
Absorbs were 100-400tp, switched to focus just to try to make sure they were landing and they stayed around 100-400tp, but we couldnt do more than 2 skillchains and he would get the TP move off causing us to scramble and force the Bane again. After him TPing about 5 times we eventually started to succomb to all the fetters and wiped.
This is just me, but for your first Aminon kill I'd recommend blm/drk too. Until your group gets a hang of the fight and you're sure the rdm/geo/sch can keep up with TP drain, having that fourth person draining can be the difference. If you're getting 250-300 TP drains, you're feeding it way too much TP. And under 25% you're going to get hit with a TP move.
I am sch of our group (we aren't as good as Mischief's group, but are doing Aminon 2 out of 3 runs), having a 0 damage immanence set helps a lot. I do sometimes deal 5-6 damage, so what isn't trying to deal zero damage is using subtle blow or haste.
Most important buff/debuff is Saboteur + Frazzle III always.
Edit: Our first kill was something like 36 minutes. We've been refining ever since and we're down to about 11-13 minutes now.
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By Cerberus.Shadowmeld 2023-07-18 09:51:57
I wanted to add, I've been working on my timing and contributing on damage as much as I can. Hardest part is knowing when to nuke so that you don't gimp Death. So, here is what I do generally.
Noctohelix II: After I skillchain, I absorb-tp. If tabula up, I ebullience, focalization, and wait for comet to finish casting, when I see blm hands go up to cast Death, I start cast. I land Nocto right after death.
Kaustra: Same as Noctohelix, although, sometimes I'll ask to burst it right away and BLM will not Comet. Normally, I land 15-22k. Last night I got one perfect one while Gambit and Rayke were up and it was 49k.
Impact: Same as above except, I start casting as soon as I see Comet land. Cast speed for Impact is much longer, so if you want to fit it in the burst window, have to start earlier. Bursts from 15k - 45k (when gambit up).
Edit: I start monitoring TP absorbs when we get to about 30%. If we're pulling 250-300 every time, I stop nuking except to reapply Impact when it wears off, or to refresh Helix.
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By Asura.Toralin 2023-07-18 10:09:28
thanks thats a good refernce that if were getting 300+ on Absorb-TP we need to hang tight.
I just dont understand why he was getting so much tp with everyone having monks roll on, we werent even doing comet and death on the MB. Curious if anyone could post their tank set RUN set so we can align our RUN taking more 0's that seems to be the logical explanation to his TP gain.
Follow up question:
spam Stone until an elemental TP move is used, then repeatedly heal it to force Bane of Tartarus.
ie: if the TP move is Frozen Blood, is it always then blizzard to heal him to force Bane?
Carbuncle.Maletaru
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By Carbuncle.Maletaru 2023-07-18 10:13:51
I assume by engage RUN set you mean idle RUN set? RUN should not be engaged under any circumstances.
Have you watched this YouTube Video Placeholder ?
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By Asura.Toralin 2023-07-18 10:16:07
Carbuncle.Maletaru said: »I assume by engage RUN set you mean idle RUN set? RUN should not be engaged under any circumstances.
Have you watched this YouTube Video Placeholder ? yes watched, and yes tank set*, their tank is engaged... and they have to engage for gambit/rayke so I would exactly say "under any conditions"
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By Cerberus.Shadowmeld 2023-07-18 10:18:56
Our RUN focuses on Buffs like stoneskin and blink to negate as much damage as possible. Also takes an embolden Phalanx II before engage after bane. Basically spams stoneskin and blink the entire run when not doing anything else.
I think most or all damage done is magic (Don't quote me on that). So most any DT set will do with maybe an emphasis on meva/magic defense bonus. Can't speak to actual sets.
Edit: Our RUN also engages, and turns around for easy application of Rayke/Gambit and Sanguine/Seraph usage.
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By Cerberus.Shadowmeld 2023-07-18 11:31:05
I just dont understand why he was getting so much tp with everyone having monks roll on, we werent even doing comet and death on the MB. Curious if anyone could post their tank set RUN set so we can align our RUN taking more 0's that seems to be the logical explanation to his TP gain.
Can you confirm that all three /drk were getting 300+ per absorb? We've had this happen when we have normal static members out and we bring pugs with access and their macc set for absorb-tp isn't up to snuff. They just get No Effect all day, and the other two then have to manage TP themselves.
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By Asura.Toralin 2023-07-18 11:53:24
Looked back at looks like we were all getting consistent results. A Couple no effects, but that maybe a fluke and or frazzle fell off momentarily.
I turned to indi-focus just to try to make sure it wasnt a macc issue. everyone is empy+3 has all the gear available and ML40+ so the SCH GEO RDM shouldnt have macc issues, I wouldnt think
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Valefor.Philemon
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By Valefor.Philemon 2023-07-18 12:42:10
Cerberus.Shadowmeld said: »I am sch of our group (we aren't as good as Mischief's group, but are doing Aminon 2 out of 3 runs), having a 0 damage immanence set helps a lot. I do sometimes deal 5-6 damage, so what isn't trying to deal zero damage is using subtle blow or haste. What's in this set? I'd put together a SB set for Sortie because I didn't realize a 0 damage set was in reach.
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By Cerberus.Shadowmeld 2023-07-18 12:58:47
Cerberus.Shadowmeld said: »I am sch of our group (we aren't as good as Mischief's group, but are doing Aminon 2 out of 3 runs), having a 0 damage immanence set helps a lot. I do sometimes deal 5-6 damage, so what isn't trying to deal zero damage is using subtle blow or haste. What's in this set? I'd put together a SB set for Sortie because I didn't realize a 0 damage set was in reach. Code
sets.buff['Immanence'] = {
main = "Malignance Pole", sub = "Clerisy Strap +1", ammo = empty,
head = empty, neck = "Bathy Choker +1", ear1 = "Digni. Earring", ear2 = "Evergreen Earring",
body = empty, hands = empty, ring1 = "Kishar Ring", ring2 = "Lehko's Ring",
back = empty, waist = "Cornelia's Belt", legs = empty, feet = empty
}
Here's full Subtle Blow set:
ItemSet 390575
I took out a little bit of subtle blow because I don't actually need it with mnks roll anyway, and added haste.
Edit: Just be careful, this set can get you killed in other content.
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By Cerberus.Shadowmeld 2023-07-18 13:02:17
Looked back at looks like we were all getting consistent results. A Couple no effects, but that maybe a fluke and or frazzle fell off momentarily.
I turned to indi-focus just to try to make sure it wasnt a macc issue. everyone is empy+3 has all the gear available and ML40+ so the SCH GEO RDM shouldnt have macc issues, I wouldnt think
That could be an issue, for GEO/SCH most of the set should be focused on macc AND recast. So Agwu's mostly, Amalric Coif +1, Geo pants +3, etc.
We've found as long as frazzle is up, macc isn't too much of an issue.
Goal is 12-13 second recast and enough macc to land consistently.
Edit: RDM is harder because no agwu's, but Crocea Mors (locked anyway for sanguine spam on TP), Atrophy Head +3, and Lethargy Earring +1 cover most of the FC required.
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