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  1. #1
    RIDE ARMOR
    Join Date
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    Jorm advice

    I really think my LS is capable of taking this guy down now, but honestly I havent found too much information on the fight itself or with tiamat. Vrtra seems to have the most information lol.

    My set up would look like this: (of what we have anyways)

    3BRDS
    3WHMS
    2RDM
    3PLDS
    3BLMS
    1SMN

    Rest of people to our 25cap would be DD. sams etc etc..


    If I want to prepare best for this fight, what should I do? Done it before (not with current LS and more ppl and just wiped) there has to be something to make sure were successful because I have seen 14 ppl kill it (non relic)

    Thanks for any advice you can give.

  2. #2
    New Spam Forum
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    Tieffy Wieffy
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    Odin

    Re: Jorm advice

    you will need 1) strong tank party pld/nin works fine, or nin/drk. 2) strong add party 3-4 blms and a brd

    then all you have to do is damage him however you want, blm is prolly best in the air etc, but w/e works for your LS. There are many ways to do it this is just a very basic idea of what you would need.

    100-20 is easy

    20-0 is harder due to roar spam

    Fun fight, have fun the all the worthless (but amusing) poles and corazzas.

  3. #3
    Kaeko
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    Odin

    Re: Jorm advice

    Roar Spam is probably the worst thing assuming you can hurt it enough to reach that point (30%ish). I'm assuming you guys are good enough to get to that point since you've done it before, so that's not an issue I think.

    Just remember it resets TP everytime it lands - and for Jorm, it goes up and down an awful lot. I think it only flies for 35 to 50 seconds at a time. It also only stays on the ground for a minute unless it uses blood weapon (in which case, it will fly after it's duration is over). Because of the AI on it, it's really really hard to cause it to flail because you have to feed it TP quickly before it goes airborne again.

    If you find yourself in a bad situation, you can always ES sleep it - there's really no shame in doing it, certainly on a first attempt. If you get paranoid about horrid roar triple spam and are willing to sacrifice some speed for safety, just don't use non-SMN damage on the ground and it won't have the TP to flail/roar/etc.

  4. #4
    TB
    TB is offline
    Sea Torques
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    Re: Jorm advice

    NIN + PLD combo is probably the best for this fight, because the tanks take way more damage than at Tiamat and the PLD can cure the NIN. NIN should try to get a Ice resist build, which is more annoying to get than a fire resist build but helps a ton. You going to need pretty damn pimped WHM nonetheless, due to Jorm's air attacks not being so easily resistable. Don't think of resisting Blizzaga3 at all. If you don't want to get an ice resist build, go for a flast magic defense build during air.

    Fight is alot more challenging than Tiamat, but Jorm is usually always up, so there is enough time to pratice. Don't feel bad when you wipe, it's all a learning experience.

    Try to get a damn good RDM/DRK stunner for aga3. I think it is also the best just to stun any casting animation, because by the time Jorm will cast again, your Stun is ready again. But you should prolly ask some RDM who did Jorm before.

    I would really try to keep the TP feed to a minimum when Jorm is on the ground and to 0 during last 20%. A single roar is usually no problem, but being triple roared can totally fuck you over. Use BLM in air and maybe SAM/THF and DRK/THF WS blasts during ground. If you want to play real safe you can also use SMN damage only.

    Mages need to be ontop of -na spells. Immediately remove Paralyze and remove Bind as well, so tanks can reposition during air and after land and BRD's can also run away from Jorm.

    Always Dispel Ice Spikes, so the chance that Jorm casts Spikes instead of ga3 is higher. He uses spells on a timed based and always random ones, unless Spikes is up, then there is only Blizzaga, Bindga and Paralyga left.

    Fight it on the side which leads to the slope. Not near ENM entrance. You will have less adds when fighting near the slope.

    Hmm thats all I can think of for now. If you have any more questions, go ahead.

  5. #5
    Relic Shield
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    Re: Jorm advice

    Quote Originally Posted by TB
    Try to get a damn good RDM/DRK stunner for aga3. I think it is also the best just to stun any casting animation, because by the time Jorm will cast again, your Stun is ready again. But you should prolly ask some RDM who did Jorm before.
    I've played RDM/DRK at Jorm, and this is pretty good advice for the first 75~80%. Once she reaches latent mode, she casts twice as quickly, and from what I could tell, gains something like a 50% fast cast. If your stunner is good enough, it's fine, just something to watch for.

  6. #6
    Sea Torques
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    Lakshmi

    Re: Jorm advice

    My LS recently did Jorm with 12 people no relics. Was our first attempt at low numbers and we were insanely bored so thought we would do it. Was fairly easy actually, took it down under 3hrs with only 2-3 deaths and I sorta had fun considering it is lolJorm. Took a while to get dmg going in the first hr until we got into a rhythm but after that he started to die np. No sleeps at all and kept it fully dotted. I would be interested to try with lower numbers but not sure how it would go no relics. Our setup was this.

    Party 1
    PLD/NIN
    NIN/DRK
    RDM/DRK
    WHM/BLM
    BRD/WHM
    COR/WHM

    Party 2
    BRD/WHM
    BLM/WHM
    BLM/WHM
    BLM/WHM
    SMN/WHM
    SMN/WHM

  7. #7
    Atlasion
    Guest

    Re: Jorm advice

    Be ready to paralyna tanks fast. Last time I tanked Jorm I remember getting paralyzed a fair bit. Although she doesn't hit hard, getting paralyzed will not help any hate issues. I'm not sure if PLD/NINs or NIN/DRKs are better for this. Due to paralyze, the tanks may get hit more so PLD could be better but NINs would keep her stunned more and reduce chance of -ga and TP moves getting off. Ultimately, its the competence of your tanks and not their job that matters though.

    Last time my LS killed it we had 2 PLDs dual tank it, with me in reserve (as PLD). Thanks to Roar spam we got flailed 3 times. Yet the other 2 PLDs weren't kind enough to die and let me tank.

    I only really know about tanking. I think damage dealing it is fairly similar to other HNMs. Have some SMNs BPing it and melees TP off adds then run in and SC.

  8. #8
    Hydra
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    Re: Jorm advice

    For stunning those fast-cast Blizzaga IIIs, your RDM/DRK should swap in all the fast cast gear that they have, stuff like AF1 hat, AF2 body and Loquacious Earring, and stay swapped in that gear while waiting for Blizzaga III to go off. Obviously, after a spell you can just go about doing whatever you want for about 30 seconds, especially casting Slow II on him.

    I've always had problems stunning Jimmy's Blizzaga III using just macros alone, until I figured out that if I knew when he was likely to start casting (there's a definite pattern to his spell casting), I could just swap into my fast cast gear, select the Stun spell from my spell menu, put the cursor over him and just wait until I saw him cast.

    Edit: Oh yes, Slow II is very bery nice on him... have your RDM/DRK in the SMN and BLM party do the stunning and Slow IIs. The RDM in the tank party has enough to worry about. Eat Goblin Mushpots, wear at least Warlock's Tabard or Duelist's Chapeau, and stack on the MND

  9. #9
    Melee Summoner
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    Re: Jorm advice

    A stun after the paralyga really does make things easier on your tanks. Gives tank pt mages a second to handle the paralyna.

  10. #10
    New Spam Forum
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    Re: Jorm advice

    Jorm is a fun fight. We have used pld/nin, nin/drk, blu/nin, and rdm/nin to tank. The blu and rdm were each paired up with a nin/drk.

    Definitely pull it south. As mentioned there will be fewer links. We usually have a pretty good turn out for Jorm.

    Our set up is typically:
    Main ally
    pld/nin
    nin/drk
    whm/blm or smn
    rdm/drk
    brd/whm
    brd/whm

    smn/whm
    smn/whm
    smn/whm
    rdm/drk
    blm/rdm
    brd/whm

    WS caller/party leader - pays attention to roars, swaps dd
    rdm/whm
    whm
    3 rotated dd

    Link ally
    blm
    blm
    blm
    blm
    rdm
    brd

    pld
    rdm
    link puller - usually blu or nin
    link puller
    dd
    dd

    dd
    dd
    dd
    dd
    dd
    dd

    We don't cfh on any links. This way if a bomb blows up or a ice ele gets blizzaga off it only hits people in the link ally. We have blms nuke down bombs. DD get tp off of ice eles. If we have more than 1 mob, blms nuke down bombs first, then extra elementals.

    Remember that sleeps won't hit if he's flying. You need to wait for him to land.

    Good luck!

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