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Thread: JoL Strategy     submit to reddit submit to twitter

  1. #1
    yotevol
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    JoL Strategy

    Hello All,
    I come bearing questions.
    I am currently at work and due to filters, I cant see video or research anything or any website that has the category of "games" or "video". Severely hindering me, but still allowing me to visit this website.

    I am the leader of a Sky Linkshell that has moved into Sea and we're still relatively new to the Sea concept. I have enough members to kite Kirin and still kill it in 42 minutes, because I like doing things safe and slow.

    My main question to the forum is: Does anyone have a good setup they could assist me with, along with information on the actual fight with JoL? What jobs/subjobs should our tanks/DDs bring and why? Should they bring specific resistance builds?

    I'm not looking to lowman this, I'm looking for a safe and easy fight for members that are good players, just not "elite".

    Thanks for any help beforehand!

  2. #2
    Every day I'm wafflin'
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    Fenrir

    Quote Originally Posted by yotevol View Post
    Hello All,
    I come bearing questions.
    I am currently at work and due to filters, I cant see video or research anything or any website that has the category of "games" or "video". Severely hindering me, but still allowing me to visit this website.

    I am the leader of a Sky Linkshell that has moved into Sea and we're still relatively new to the Sea concept. I have enough members to kite Kirin and still kill it in 42 minutes, because I like doing things safe and slow.

    My main question to the forum is: Does anyone have a good setup they could assist me with, along with information on the actual fight with JoL? What jobs/subjobs should our tanks/DDs bring and why? Should they bring specific resistance builds?

    I'm not looking to lowman this, I'm looking for a safe and easy fight for members that are good players, just not "elite".

    Thanks for any help beforehand!
    There's a plethora of information on this very forum about JoL srategies including tanking, DDing and handling adds. You need to search for it.

  3. #3
    Hyperion Cross
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    Gilgamesh

    10 SCHs should do it.

  4. #4
    E. Body
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  5. #5
    yotevol
    Guest

    From the recommended thread:

    "I believe it's 20 yalms to prevent draw-in and charm/drill

    Everyone saying RNG is the way to go is correct; 10 min kills with this setup:

    Tank:

    WHM
    RDM
    BRD
    COR
    PLD/RDM
    DD

    PT2:

    RNG
    RNG
    RNG
    RNG
    COR
    BRD

    (all you need to kill)

    PT3: (if you can spare it)

    RNG(DD)
    RNG(DD)
    RNG(DD)
    RNG(DD)
    BRD(COR)(DD)(RNG)
    COR(BRD)(DD)(RNG)
    (highly suggest having at least 1 buffer here, but 2 att buffers seem to be more beneficial on RNGs)

    Adds:

    BLM
    BLM
    BLM
    BLM
    COR

    Holding:

    RDM
    PLD
    PLD
    PLD

    (Of course this is for large numbers, but you can achive this with as little as 20 people for a 10 minute kill setup.)"

    Since this will be our first time with JoL, should I have another tank in stead of the DD in the tank pty? I'm not sure if we'll get the range right at first and it concerns me.

  6. #6
    Banned.

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    tank PT : pld or rdm with -mdt gear, whm, brd (only one tank is needed, if shit happens another rdm can replace the tank easily)
    everything else can be blms,brds and rdm

    When pets pop, a rdm diaga them and BLMs -ga them.

  7. #7
    yotevol
    Guest

    Quote Originally Posted by pchan View Post
    tank PT : pld or rdm with -mdt gear, whm, brd (only one tank is needed, if shit happens another rdm can replace the tank easily)
    everything else can be blms,brds and rdm

    When pets pop, a rdm diaga them and BLMs -ga them.
    If I have enough tanks (i.e. 3 PLD/RDM in the holding pty), can they flash/blind pull all 3 sharks to give time to BLMs while the RDMs focus on other endevours?

    I only say this because my shell has a lot of people that want to be tanks- lol. Some that only have PLD leveled- lol.

  8. #8
    Relic Shield
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    If have have a lot of tanks, once you lock it in shark stage (will pop sharks only), you can have 2 tanks each hold a shark, then JoL will only spit out 1 shark at a time.

  9. #9
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    Quote Originally Posted by yotevol View Post
    If I have enough tanks (i.e. 3 PLD/RDM in the holding pty), can they flash/blind pull all 3 sharks to give time to BLMs while the RDMs focus on other endevours?

    I only say this because my shell has a lot of people that want to be tanks- lol. Some that only have PLD leveled- lol.
    Having more than one tank for jol is a waste of MP, because you have to cure everyone hit with an aoe. You should put one tank, and if you have enough people bring a backup tank that diaga the pets.

  10. #10
    yotevol
    Guest

    Quote Originally Posted by Mafai View Post
    If have have a lot of tanks, once you lock it in shark stage (will pop sharks only), you can have 2 tanks each hold a shark, then JoL will only spit out 1 shark at a time.
    Please tell me more about this.
    It sounds interesting.
    How difficult is it to hold sharks for the tanks?
    Should the BLMs then just T4 kill the one shark as it pops?

    Thanks for the great tips!

  11. #11
    Relic Shield
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    Quote Originally Posted by yotevol View Post
    Please tell me more about this.
    It sounds interesting.
    How difficult is it to hold sharks for the tanks?
    Should the BLMs then just T4 kill the one shark as it pops?

    Thanks for the great tips!
    Yea once its locked to sharks a PLD can hold a shark easily, if not both. Just put a RDM to keep him refreshed and he should be fine.

    It will then spit out 1 shark at a time, so blms can just IV it, and have MP to nuke JoL also.

  12. #12
    yotevol
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    Quote Originally Posted by Mafai View Post
    Yea once its locked to sharks a PLD can hold a shark easily, if not both. Just put a RDM to keep him refreshed and he should be fine.

    It will then spit out 1 shark at a time, so blms can just IV it, and have MP to nuke JoL also.
    How hard does an individual shark hit for? Same as one from the surrounding area? Should PLD hold as PLD/NIN or PLD/RDM? Should we have a WHM just in case for Regen/Haste and possible Cures?

    Sorry for the many questions, I just want to be fully prepared for any contingencies.

    I'm already having a WHM outside of alliance that will be a backup WHM for the tank pty in case WHM goes down or R3 needed while main WHM heals.

  13. #13
    Every day I'm wafflin'
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    RDM/NIN can hold a shark solo with Ichi only pretty much... wouldn't be surprised if they could hold two without any trouble.

  14. #14
    Melee Summoner
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    If you don't have eleventy billion RNGs to throw at JoL, just use SAMs.

    The only source of damage on the majority of JoLs my LS does comes from four to six SAMs on average. Six SAM/WARs will make pretty quick work of JoL, 15 minute kills are fairly common for us and its usually without a BRD.

    Eventually your SAMs will get hate and subsequently get smacked for about 1200 damage which sheds alot of hate. Then they just keep hacking away until they get smacked for 1200 again, or even better, it Charms the DDs and resets their hate.

    Make sure your SAMs use the right gear, they can't use the same stuff they'd use in Merit/Einherjar/DIEnamis. Without a BRD they will need to sacrifice some Haste slots to put Attack gear on.

    Emphasize Attack, then Accuracy, and then Haste to ensure that they don't hit for zero. Geared properly they should be able to get TP at a similar rate to that of a meripo and the WS average is about 450-550, with DA spikes up to 1200+.

    If you have a BRD for the SAMs then its pretty much game over. They can generally use their normal gear and still TP at a normal rate, with WS averages upwards of 750 and DA spikes around 1400+.

    Of course if you have 10 RNGs like alot of shells do, the above is useless and I've wasted my time. It should just be noted that SAMs can kill JoL just as fast as RNGs do.

  15. #15
    Bagel
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    You can use NIN DD too, but you might shot for wrong person, times.

  16. #16
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    All sea mobs except justice/love are duoable by RDM x2(and Hope/Fort/Ix's are soloable for that matter). Justice is doable with 4-6 as mentioned before, and I've done love with 9(though I believe it could be cut down to 7 with perfection in jobs, gear, and execution). Having a sea-only ls is laughable because mages are the only jobs that really stand to benefit from it and while novios are plentiful, capes are a huge bottleneck as is prudence torque.. you need other events to make effort:reward worth a shit. Also, depopping a prudence is nothing new and killing prudence with 3 isn't the least bit difficult(nor is it with 2 for that matter).

    I got a lot of PMs regarding strats, so here goes:

    Justice(6, comfortable margin of error, good gear/merits expected but relics not required):
    RDM/NIN
    BRD/WHM
    BLM/SCH
    BLM/SCH
    SAM/NIN
    SAM/NIN

    Keep slow and elegy on at all times. Sams should DD tank it as if it were a bigger merit mob, if they get charmed then sleep them. On occasion, both will be charmed before the first SAM's charm wears, in which case the RDM should be highest on hate list and easily capable of holding it due to NIN sub. BLMs alternate AM2ing pets, using the halved MP cost stratagem exclusively.. it should be up for nearly all nukes. BRD keeps march x2 on sams, ballad x2 on mages, rdm refreshes blms and hastes sams, hurf durf. Not a very hard fight.

    Love(9, can be reduced further, again good merits/gear required but not relics)
    PT#1:
    RDM/NINx2 OR RDM/NIN + PLD/RDM OR WHM/SCH + PLD/RDM if you feel your PLD is reliable and confident he will not die to astral flow
    BRD/WHM
    BRD/WHM
    SAM/WAR
    THF/whogivesafuck

    PT#2:
    BLM/RDM
    BLM/RDM
    BLM/RDM

    BLMs should be keeping stoneskin up as much as possible, as the first 9 sets of adds(27 adds total, 9 pops) will include hpemde and xzomit.. hpemde will not die in 3 thundaga3s. However, if all BLMs start a second cast after first goes off, one will get it off uninterrupted and stoneskin gives you a buffer to survive. Good idle sets are a plus. The RDMs should build hate without any attempt to do damage until the 27 adds are gone, as the regen will likely overcome anything you can do and if not it's not going to be noticable damage with this minimalistic of a setup. After the regen is broken, SAM and THF should be getting marchx2 min mad and using pizza.. each blm may do ONE tier 4 spell after they -ga 3 adds before returning to resting for the next set. Fight duration is roughly an hour, 30 minutes of which is waiting for regen to break. You may try to damage it before then, but getting your SAM near hate cap when they likely won't outparse regen by any noticable amount is rather stupid. One of your main party BRDs should be ballading both tanks and casting one set of melee songs, while the other should be casting one set of melee songs and swapping to BLM party. Watch your fucking positioning, nobody should be eating ANY aoe that isn't targetted on them.

    Copypasta from 30 seconds of searching(though it was my own post so i guess i knew what to look for)

  17. #17
    Yoshi P
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    My linkshell jsut mini zerged it using 1 drk at a time(SE only with 2 whm's healing said drk, you can SE/BW I guess as well if you dont have anything else going on that needs 2hr after, or plan to only do one JoL). this does however lead to a few drk deaths(the 1st 2-3 to go tend to die lol) before we could lock regen it was dead.

    This is the only way I know how to do it. Well outside SC/MB that I did a few times.

    With 5 blm I am always rushing to get my cast off the mobs always die before i can cast LOL

  18. #18
    yotevol
    Guest

    Quote Originally Posted by Thorny View Post
    BLMs should be keeping stoneskin up as much as possible, as the first 9 sets of adds(27 adds total, 9 pops) will include hpemde and xzomit.. hpemde will not die in 3 thundaga3s. However, if all BLMs start a second cast after first goes off, one will get it off uninterrupted and stoneskin gives you a buffer to survive. Good idle sets are a plus. The RDMs should build hate without any attempt to do damage until the 27 adds are gone, as the regen will likely overcome anything you can do and if not it's not going to be noticable damage with this minimalistic of a setup. After the regen is broken, SAM and THF should be getting marchx2 min mad and using pizza.. each blm may do ONE tier 4 spell after they -ga 3 adds before returning to resting for the next set.
    &

    Originally Posted by Mafai:
    "If have have a lot of tanks, once you lock it in shark stage (will pop sharks only), you can have 2 tanks each hold a shark, then JoL will only spit out 1 shark at a time."

    I think I'm missing something...
    To lock it in the shark stage, what must I do?

  19. #19
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    Quote Originally Posted by yotevol View Post
    &

    Originally Posted by Mafai:
    "If have have a lot of tanks, once you lock it in shark stage (will pop sharks only), you can have 2 tanks each hold a shark, then JoL will only spit out 1 shark at a time."

    I think I'm missing something...
    To lock it in the shark stage, what must I do?
    It will pop 3 phuabo -> 3 hpemde -> 3 xzomit and repeat that order 3x(9 summons, 27 mobs total). After that, it's regen will be gone and it'll only pop phuabo. I may have the order wrong, but you get the idea.. also, holding them is pretty dumb as it only takes 3 BLMs to kill them all. Wasting 2 people holding means you'd need to be able to kill the third with only one person to break even on player usage.

  20. #20
    RIDE ARMOR
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    Quote Originally Posted by Chaz View Post
    If you don't have eleventy billion RNGs to throw at JoL, just use SAMs.

    Eventually your SAMs will get hate and subsequently get smacked for about 1200 damage which sheds alot of hate. Then they just keep hacking away until they get smacked for 1200 again, or even better, it Charms the DDs and resets their hate.
    For the love of god please don't listen to this. Any strategy which features DDs getting "smacked for about 1200" or getting charmed is piss poor. Yes these things can happen if shit goes wrong but to actually implement this as your strategy is ridiculous. If your tanks rely on charm to help them out something is wrong.

    First of all you don't need a ton of rangers. We've used as few as 3 and still pull out a 20 min win. WS will average about 700-800 where you'll see other DDs average half that. Adding the fact that they're dot on JoL will outparse any other DD all the while being out of range from primal drill/charm, makes them the clear cut DD of choice. Sure you can use SAM. You could probably Pummel String it to death too if you wanted. But why? Specially for a new shell RNG burn provides the safest/fastest method. I don't think 3-4 rng is an unreasonable amount for any shell to have.

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