EDIT: New information from video: LAMPS DO NOT NEED TO BE KILLED IN ANY PHASE! Commence bricks shitting.
So we finally got a good fight in last night (after losing 2 and a half sets to accounts hacked/quiting, and another set due to some outside interference during the fight >.>), and I wanted to share our data with the community, as well as our lessons learned.
First, I wanted to say thank you to HomingMissiles LS for putting up with me and working towards these pop sets for so long, as well as donating so much exp to this fight. Also special thanx to Armada LS that lended some great support during the fight.
As for the fight itself: (With random pictures thrown in to pacify the easily bored)
Setup: 1 Meleeburn alliance of 3 meripo parties to kill lamps.
1 party of Pld/rdm Pld/rdm Pld/rdm Whm Rdm Sch to pull/hold lamps (spread out).
Note that you can only pull lamps about 40' away (need to confirm distance, but there is a "wall"), else they will go back to PW.
Main PW alliance:
Aegis Pld/nin, Aegis Pld/nin, Whm, Whm, Rdm, Gjalhorn Brd
Yochi Sam, Amano Sam, Apoc Drk, Brd, Rdm, Whm
BlmX5, Brd -> This party alternated between blms and rngs, based on phase.
As stated We used 1 alliance of 3 merit parties for the lamps. I am unsure if this is the best approach, but they were able to kill all 8 lamps in each form with minimal effort, however gear mode is especially painful on AoE and mages. Manaburning this may have made it easier on the tanks, as during each set, 1-2 gears would always come back to assist PW, making it a little painful for the main alliance. We chose to go with the melee burn of lamps however, due to wanted to melee burn the last phase of PW.
Lamps HP changes by phases. Gear lamps have about 6200 HP (estimates across parsed logs). In beastmen form, and eventually Puk/Dragon/Bomb form, the lamps have between 10000-12000 HP.
My parse of actual PW fight is a bit screwed up, so I am trying to find another, but I would guess each PW phase to have roughly 50k hp (more hp based on the boss types, Gurfurlur, and Cerb/Khim/Hydra). The chariots go down VERY quickly, and with melee burning them you have to watch out to make sure you don't kill before your lamps alliance is ready. I wanted to confirm the "all lamps need to be dead or it will repop same form" statement, but we didnt have time =/. - Edit: Comfirmed!
PW itself is immune to ALL enfeebles (save dia/bio, Ill check on elemental DoT). Slow/Para/Blind/elegy were unable to be landed in any form, with any amount of skill. (Note my Rdm states she didnt get to try to slow/para the chariot forms, as they died too quickly).
PW shares developed resistances and traits of the current NM PW will quickly build resistance to stun in chariots form and VERY quickly build resistance to stun in Khim form. This actually caused us a lot of trouble, as 2 resisted stunned Fulminations wiped the floor with us. - This goes with damage too. If a specific type of damage is good for the real NM, then it is good for PW's version of it.
PW has retarded TP regain in lower %s of each form
PW can use each of the mobs special attacks as early as 75% (maybe earlier) Discoid, Charm, GoH, Fulmination, all went off as early as 75%, but maybe possible to go off earlier. Charm wasn't really a problem with fealty and the ability to kite->Draw in during charm phase. Discoid however was a bit painful, as it can use it back to back to back. I suggest saving stun for Discoid.
PW can/will use 2 hours for each mob at any % As noted by the 2% Mijin from Gulool Ja Ja followed by Gurfurlur opening with Hundred fists.. Definitely a smart AI and made for alot of LULz.
PW has no native Regen, even when unclaimed, but will gain it if the mob type has it. (Hydra phase regens HP based on heads).
As for last phase strats, I'm sure a more refined approach than "2 alliances zerging it down in rotations while blues hold it" is better, but it would take some work and some trustworthy people. A good alliance on PW could take down his last form w/o zerg each time, while the lamps alliance took down the lamps via melee burn, but you start getting into ALOT of trouble if 1-2 final phase lamps comes to assist PW. I didn't get to test whether the 75%/50%/25% AF recall lamps purely assist PW, or wether their hate is similar to previous iterations, but this would determine if a wipe is needed. If they do not purely assist PW, then a person can diaga them when they pop and run the Astral Flows away from everyone, while the lamps alliance takes down the next set.
Tip on lamps puller: PW pops claimed in his Dvergr form between form shifts. The lamps alliance pld can either be in the PW alliance and flash this form and the lamps will repop and go for that lamps pld, instead of the main PW alliance plds, or the Lamps pld can just diaga the lamps when they repop for fresh hate.
Lessons learned:
1. Placement: We had mages on the hills/ledges and tanks/melee in the middle where the ??? was. This is definitely not the best approach. The traditional Support --> Tanks -> Boss approach should be used here to ensure your mages and support are not getting owned with AoE. Hate is sensitive in this fight anyways, so PW will walk up the ledges regardless and make life a little painful on the tanks with draw in.
2. Stuns: You really need some qualified dedicated stunners for this, and you need to save stun for specific forms and only when needed. Discoid, Fulm, GoH are all you really need to stun.
3. Subjobs: Melee would probably have been better subbing Nin.. As I had the Sams sub war and they were on the ground half the time. I'm not really certain about this, but I'll talk to the melees and see what they think. Tanks probably could have been better subbing /rdm or /war. /nin was great at times, but with multiple gears and PW on you at any given times, and the high attack rate of PW in most of the forms (no slow/elegy), /nin had limited use.
4. Have party leaders established orders of who to invite when a melee dies. We spent half our time on PW with at least 1-2 DDs in weakness. This could be remedied by having a few extra melee just waiting to be swapped in, instead of moving them between lamps alliance and PW alliance. However we didn't have that many to spare, so it cost us a considerable amount of time with DD being unable to contribute. Having primary/secondary/tersiary assists for the lamps alliance also helps.
(Note that we alliance assisted the Gears and bombs/puks/dragons, and party assisted the Trolls/Lamia/Mamools).
Things that hurt us: Mijin @ 2% followed by Gurfurlur opening with HF. 2 Resisted/Missed stuns on Fulmination, and 2 GoHs going off. Pleadies Ray (sp) from Gurfurlur BLOWS NUTS, and he can use it back to back. I suspect a LS with more experience (and us next time) can take down all 10 forms and get to last stage in about 50 minutes.
I have several videos from multiple aspects of the fights. I have compressed a couple of them, but need to combine them (fraps saves them in multiple files, and I am not sure how to get them into one video). If someone knows a good approach for this, I will post a link to videos from the fight.
Let me know if anyone has any other questions or observations. We had our next set holder quit the game recently >.>, so it will be a bit before we can complete another, unless we can get some people to sell us some tier4 pops from Khim/Hydra.
edit: By phase observations:
Chariots: Higher AoE damage than normal Salvage bosses (6-700+ damage discharges instead of 2-300 damage discharges). Attacks were between 10-350 damage on tanks (even hit me for 10ish damage w/o shield block sometimes, very weird attack on this guy). Crits were for 350ish. Discoid sux, stun it.
Gulool Ja Ja: Same as normal, weakest of the 3 Beastmen kings, nothing really to note. Nothing that can really hurt you besides 2-3% Mijin (more of a surprise than anything because we forgot about it lol).
Gurfurlur: Hardest of the 3 PW beastmen kings modes. Opened with HF (and he doesnt hit lightly). Pleadies Ray does alot more damage than the actual Gurfurlur's Ray does, making it very deadly, and that's not even considering the added silence/para/slow/etc from the move.
Medusa: Will not fight from a ranged for first half like normal Medusa. Will draw you in or come to you continually. EES hit me for 1724 with tacos and phalanx2. Pretty easy other than that.
Khim: Toughest of the 3 kings in PW form due to AoE being upped from the normal version of Khim. Really need to limit TP on this and maybe take it down in bursts while storeTPing on outside mobs. Save stun ONLY for Fulm, which can be used below 50% (maybe sooner).
Cerb: Not to bad, but again heavier AOE than normal. Tanks at feet, melee at front, or just use ranged damage. Make sure mages are out of AoE range for Ululation and stun GoH!
Hydra: Pretty weak form, but his dragon pets are a bit tougher. Work through it, may suggests store TPing on outside mobs and pushing it down like Khim.
Our order was: BCC -> LBC -> LAC -> ACC -> Gulool Ja Ja -> Gurfurlur -> Medusa -> Khim -> Cerb -> Hydra.




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