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Thread: Reg Chariot Question.     submit to reddit submit to twitter

  1. #1
    RIDE ARMOR
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    Reg Chariot Question.

    Ok, For some reason my team can not kill a regular Chariot. How do you go about killing one? :nikkei:

  2. #2
    Puppetmaster
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    Re: Reg Chariot Question.

    You do enough damage until it's HP Bar reaches 0%?

  3. #3
    RIDE ARMOR
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    Re: Reg Chariot Question.

    Thanks Mr. obvious?

    Do you use the same strat. im hearing to fight bosses and use them on these chariots?

  4. #4
    Ridill
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    Re: Reg Chariot Question.

    Just fight it like you'd fight anything.

  5. #5
    New Odin
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    Re: Reg Chariot Question.

    2 DDs on it, keep alot off DDs off them if you cant deal with the aoe damage and just drop as many debuffs and DoTs on them as humanly possible.

  6. #6
    Hydra
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    Re: Reg Chariot Question.

    Like anything in this game, there's lots of ways to do it, but our usual routine is 2 MNK/NINs that each have 1 mage assigned to keep them hasted and to paralyna -> cure them immediately after every Discharge. When I see "The Chariot readies Discharge", I hit my paralyna macro on the MNK assigned to me, that way I can already be 50% done casting a cure when the chariot actually starts doing melee hits again. Keep them debuffed: Elegy, Slow II, Dia II, lolBlind and lolPoison II. I always try Para I/II as well, but unless you have MND unlocked and/or good MND gear, there's a good chance it won't really proc :/. Still, Para I is 6 MP, so there's no reason not to cast at least that even if you're naked with no MND, if just to get a single proc the entire fight. If I get resisted on Slow (rare but it happens on some bosses, especially with no MND), I keep trying over and over til it lands. The other enfeebles are good but not nearly as important as Slow (II).

    If you have extra healers, are short on time and/or you're feeling frisky, you can add more and more melees, and just tell them to back off if things start getting ugly. Otherwise limit yourself to just the 2 MNKs (or we've done 1 MNK/NIN + 1 WAR/NIN, etc).

    And yeah, bosses are pretty much the same, though they each have one extra move that needs to be handled in a special way. Not to derail the thread since I'm sure it's been debated a million times, but order of difficulty for bosses is probably something like:

    fully nerfed Bhaflau boss -> Arra boss -> Zhayolm boss (pretty easy if you do it right) -> SSR boss -> unnerfed Bhaflau boss. Partially nerfed Bhaflau boss would be somewhere in there, depending how much you nerfed it (I'm still sketchy on all the exact mechanics/combinations that partially nerf him).

  7. #7
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    Re: Reg Chariot Question.

    Quote Originally Posted by Jada
    Ok, For some reason my team can not kill a regular Chariot. How do you go about killing one? :nikkei:
    regular chariots = archaic chariots?

  8. #8
    Old Merits
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    Re: Reg Chariot Question.

    Also, Requiem VI is surprisingly easy to land on archaic machinery, including chariots. More TP-less DoT is rarely bad. I have a Requiem Flute for this reason alone.

  9. #9
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    Re: Reg Chariot Question.

    I would say AC is harder than BC if you set yourself up right, but meh. LAC isn't hard, just annoying. The only real boss you should go wtf at is LBC unnerfed, and that's just practice and getting used to not being on the bottom of your game.

  10. #10
    E. Body
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    Re: Reg Chariot Question.

    Tbh, the only reason why I would think someone can't kill a normal Archaic Chariot is due to too many melee.
    Just keep Shell IV/V on 2-3 melee that preferably have subtle blow (Ridill WARs make them spam like crazy which is very bad). Discharge and Inertia Stream are pretty high damage magic damage AoEs, giving them too much TP is very bad and hard to keep up with especially if you have more than 3 melee on them.

    How exactly are you losing? If mages can't keep up with healing and you are only using 2-3 melee, get new mages lol. If you are using more than 2-3 then pull some off of it when you fight. Things like Penance help reduce the TP spam as well.

  11. #11
    Sea Torques
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    Re: Reg Chariot Question.

    Quote Originally Posted by Seditedi
    Tbh, the only reason why I would think someone can't kill a normal Archaic Chariot is due to too many melee.
    Just keep Shell IV/V on 2-3 melee that preferably have subtle blow (Ridill WARs make them spam like crazy which is very bad). Discharge and Inertia Stream are pretty high damage magic damage AoEs, giving them too much TP is very bad and hard to keep up with especially if you have more than 3 melee on them.
    Seconding this, when they start going crazy with the TP moves from AOE is the only time they get mean. We usually have our melee sit out and only run in to WS.

  12. #12
    Black Belt
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    Re: Reg Chariot Question.

    2 main tank/DD and 1 thf on it at most, should make u comfortable with cures

    kick the other DD out of your group

    they are leechers anyway

  13. #13
    RIDE ARMOR
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    Re: Reg Chariot Question.

    ok thats what i needed to hear.

    -No DD just tanks, DD goes in for WS (Sam good to have around)
    -Requiem VI
    -Shell V
    -Penance
    -D.O.T.

  14. #14
    E. Body
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    Re: Reg Chariot Question.

    DD tank it yeah.
    Don't need to bring actually tanks to Salvage, hybrid DD tanks like MNK/NIN are best, WAR can work too, but MNK is the best imo.

  15. #15
    Cerberus
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    Re: Reg Chariot Question.

    My salvage group has had good luck with two sam/wars being both DD and tank, coordinating seigan and third eye macros with the one not having hate provoking when the other's third eye goes down, and just flip back and forth. Having -damage% macros for when third eye goes down, or when kiting LAC, is wonderful too.

    mnk/nin works great a lot of the time, but when LAC goes charm-happy, mnk/nin has no hate grabbers once their hate is wiped.

  16. #16
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    Re: Reg Chariot Question.

    Except you know, damage and like, I don't know, boost and counterstance in conjunction with emnity gear.

  17. #17
    Old Merits
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    Re: Reg Chariot Question.

    not quite as powerful as a provoke, warcry, or quick sam WS for hate are they?

  18. #18
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    Re: Reg Chariot Question.

    If you need more than 1-2 melee rounds to regain hate you're doing it wrong.

  19. #19
    Cerberus
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    Re: Reg Chariot Question.

    Sadly it's not quite as easy as that, when both tanks have had their hate wiped by charm, and the mages that had been curing/healing up to that point did not get charmed/hate wiped.

    Sure, melee hits/damage are good for hate, but when LAC is running away from you after a mage, (darn that +12% movement speed) it's hard to land hits.

    Using sam/war as tanks has resolved that for my group, as they have provoke.

  20. #20
    Ridill
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    Re: Reg Chariot Question.

    Quote Originally Posted by Aihree
    Sadly it's not quite as easy as that, when both tanks have had their hate wiped by charm, and the mages that had been curing/healing up to that point did not get charmed/hate wiped.

    Sure, melee hits/damage are good for hate, but when LAC is running away from you after a mage, (darn that +12% movement speed) it's hard to land hits.

    Using sam/war as tanks has resolved that for my group, as they have provoke.
    Why is your mage running away? Have him stop, macro in defense gear, and take a hit or 2 while the tanks re-establish.

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