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Thread: PW strat critique.     submit to reddit submit to twitter

  1. #1
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    PW strat critique.

    So my LS has its next PW fight this thursday, and I wanted to get some feedback on our strat and setups, to see if anyone that has a bit more experience than us can vet our approach. I usually like to just test things ourselves and use outside resources as research points, but Im tired of wasting sets and want this to be a good fight (lost 2 sets to people being hack/quiting game, another set to poor adds strat, etc), and we have been REALLY unlucky on pop items dropping off tier4s.

    Anyways:

    PW Alliance:

    Pld/nin X2, WhmX2, Rdm, Brd
    Yochi Sam, War, Cor, Brd, Rdm, Whm
    RngX3, BlmX2, Brd - Rotating in Blms for Khim and maybe Cerb for stun/DD. Im not sure what to replace the rngs for in Hydra form.

    Lamps alliance:

    BlmX5, Sch/drkX1
    BlmX5, Sch
    BlmX?, ??? (Still filling last party).

    Lamp puller : Pld/rdm, Rdm, Support
    Lamp Melee party: MeleeX4, Cor, Whm

    Pld/rdm diaga's lamps when they pop and sentinel's with phalanx and full buffs up. Melee lamp party pulls one lamp off and kills it asap (should have store tp'd between pops).

    Blm alliance targets the 6 lamps that arent claimed by the melee party and the holding pld and time nukes them down. Melee party finishes off 2nd lamp once first dies.

    Once last set of lamps dies, blm alliance warps and changes to best zerg jobs and reforms zerg alliance 2. We have a few that can change to blues. Then force PW into last form and hold until ready. Alternate zerg alliances and take it down.

    Id like an extra pld and whm for the main alliance to rotate in as mp/death dictates, but dont think we can spare it.

    Any advice or tips?

  2. #2
    Ridill
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    Don't CFH it.





















    Hurf derf, good luck BRO.

  3. #3
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    I had remote activated trap doors leading to fire pits installed in all of my LS member's houses, under their desk chairs, that I can trigger in the event of a CFH.

    Im concerned about only 10-14 blms on 6 lamps per phase (may need to have a party ga2 before the timed ga3), or add an extra melee party to grab another lamp...

    Also concerned about stunga TP moves and AoE ending melee zerg's on last form prematurely. As well as just how long a pld can keep the lamps away from the melee alliances during this time..

  4. #4
    Hydra
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    Quote Originally Posted by Neosutra View Post
    I had remote activated trap doors leading to fire pits installed in all of my LS member's houses, under their desk chairs, that I can trigger in the event of a CFH.

    Im concerned about only 10-14 blms on 6 lamps per phase (may need to have a party ga2 before the timed ga3), or add an extra melee party to grab another lamp...

    Also concerned about stunga TP moves and AoE ending melee zerg's on last form prematurely. As well as just how long a pld can keep the lamps away from the melee alliances during this time..
    Stunga TP moves and AOE will end melee zergs prematurely, you just have to deal with it as it shouldn't stop you from winning. Last night we had two alliances and hardly an ideal set up, with about 8-9 DDs, 2 brds, a healer or two, and a pld or nin to grab him initially. The outside PLD/NIN who acted on a lamp to sac lasted a pretty random duration; once or twice it was 4-5 seconds, another time I actually kited them a bit to where they never killed me and eventually went back to PW leaving me alone (we knocked off 25%+ that zerg). Even with a few instances of the sac PLD lasting only 4-5 seconds, it only took us 5 zergs and about 30 minutes to down it with 4-5 BLUs sac'ing it with Cannonballs inbetween. Just have your sac PLD/NINs pop Sentinel and a poison pot, call a time, act on a lamp from around '10 away and then book it immediately to a clear area, with your DD set up to zerg ASAP like the Dyna-Valk boss.

    I cannot shed much light on the first 10 forms because we used a melee-heavy approach and killed one lamp at a time. I tanked all of them without dying so it's not that bad, but I would definitely have one extra PLD/NIN to swap in just in case (no extra WHMs should be necessary).

  5. #5
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    Thanx Berd, I am definately thinking of swapping to meleeing the lamps down. A few more questions though lol:

    Did you have a tank party pld just flash and sentinel and hold the lamps and have melee pull them off, or did you have an outside pld/rdm pull the lamps initially? Did the melees have a hard time getting the lamps off the pld? Did the pld kite, or just hold? You said you just killed one at a time, did you just fight ontop of the holding pld and assist one melee?

  6. #6
    Hydra
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    We had a lamp hold team of PLD/RDM, PLD/RDM, WHM, WHM, BRD, RDM. A PLD would pull the lamps with diaga, then the two PLDs would pretty much straight tank with cures and barspell spam. Yeah, the lamps were a bitch to get off the Paladins; if we do it this way again we're going to bring a NIN/DRK as main assist to pull lamps for melee to kill. We wanted to have a triangle type formation going on between PW, lamp hold team and lamp kill team, but they ended up having to fight right beside the lamp hold team because of how hard they were to pull off and this caused a lot of issues with the gears (was fine for the others, for the most part). The lamps went down really fast to like 2-3 parties of DD/DD/DD/BRD/WHM/RDM, a party of BLUs spamming headbutt and a party of 5 BLMs and a refresher running a staggered stun order then nuking after their stun. Our method worked, and it would have worked just as well with 10 less people, but I wouldn't call it clean and it's definitely something to improve upon.

    Even after winning with this strat last night and knowing we could win again with it, I do like the sound of the strat posted here about a week ago where 2-3 lamps were pulled off by RDM/NIN to hold solo while BLMs aga'd down the rest. Going with a single PLD/RDM puller with support to grab some aga'd lamps, while a couple of RDM/NIN grab and hold lamps that a party of melee can work on would probably be a lot cleaner and make bringing only 10-13 BLM work.

  7. #7
    Nidhogg
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    DONT PANIC















    Can I come :D ?

  8. #8
    Pens win! Pens Win!!! PENS WIN!!!!!
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    Aslong as the lamps are gathered together 14 blms is more then enough to take them out. A sch/drk will save lifes, as does SS. Lol.

  9. #9
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    Quote Originally Posted by vagus View Post
    Aslong as the lamps are gathered together 14 blms is more then enough to take them out. A sch/drk will save lifes, as does SS. Lol.
    I remember seeing the old excellence vid's where they had a full alliance and it didnt take them all out with one volley. How are just 14 blms enough?

  10. #10
    CoP Dynamis
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    maybe sch/drk aoe stuns while blm do an immediate 2nd volley, i could see this working as long as it's only -gaII needed to finish it. explains why the ss would help.

  11. #11
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    14 is enough for regular lamps most of the time to one shot if every blm hits, final form lamps are a different story.

  12. #12
    Relic Shield
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    We had the most problem with the triple gear lamps. Rail Cannon spam chews through healer in minutes. On all the other lamps melee is pretty much fine. Puks off the Khim form can be dangerous because of massive knock back hitting a Pld/Rdm out of cure range. Other than that the only thing that is really that dangerous to Pld/Rdm is Blm and Rdm type lamps because they can easily use like 4 tier IVs at the same time.

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