Item Search
     
BG-Wiki Search
Page 1 of 4 1 2 3 ... LastLast
Results 1 to 20 of 66
  1. #1
    I'm more gentle than I look.
    Mr. Feathers AKA Mr. Striations
    All hail Lord Yamcha

    Join Date
    Aug 2007
    Posts
    17,538
    BG Level
    9

    Optimal SSR farming set up

    I just started an SSR static that will go 2-3 days a week because in my current salvage shell only goes twice a week and I'm second for usu body, so yea that's not going to fly.

    So, I have a group I just set up with 7 members. I'm going to list their jobs and if anyone wants to help me pick a good set up, it would be very appriciated, along with any general tips you think I should know. We'll be doing Hammerblow (2 ppl need) > PK (3 lotters here) > Gears (1 lotter here) > Turtle (5/5 usu for me!)

    Vegetto: 75 Mnk, Sam, Dnc (best geared/merited for mnk)
    Saruonru: 75 Mnk, Rng, Nin (great mnk, decked rng, never seen his nin, also in my other salvage shell, so I know he makes a great co-tank)
    Crion: 75 Rdm, Rng, Cor (Not sure of his gear, but he has salvage experience based on his app)
    Aleya: Rdm, Blm, Brd, Pld, Bst (New to salvage, have to show her the ropes)
    Garasu: Mnk, War, Drk, Bard (His set is alright on everything but his drk)
    Chibii: Whm, Rdm, Drk, Brd, Blm (Was in my previous 2nd salvage shell before it broke, played well on whm rdm and brd)
    Apileas: Thf, Mnk, War, Drk, Nin, Pld, Sam (Plays well on his Mnk and War, haven't seen the rest, but since the only one with thf, he's pretty much coming thf)

    Atm, for Hammerblow, I've been putting on all my defense and dmg-% gear and tanking all 6 at once, having everyone else assist me, till they're all dead. Is this the best method or is there one that will save time as compared to this one?

    Any tips for making clearing of fomors and gears go by a little quicker for PK and Gyro Gears?.

    Most importantly is turtle. With the jobs we have, what is the best way to go about getting at the ramparts/pulling them, as well as a few alternatives. Atm my other shell sacks the room twice and pulls 2 at a time, which works, but is ab it slow, so I'm looking for ways to improve on this.

    Thanks everyone for the help.

  2. #2
    Banned.

    Join Date
    Jul 2005
    Posts
    17,471
    BG Level
    9
    FFXI Server
    Ifrit
    WoW Realm
    Area 52

    I would go for Mnk Mnk Rdm Brd War Whm Thf. I think it's the best setup you can get.

    For Hammerblow, super tanking is probably the best method if you have the cells to do it. Just make sure the healer are quick on erase if def down land.
    The other alternative (that is almost as good) is to have your thief (or someone without cell) pull all fomor toward the entrance. Most will unnagro quickly, but you should be able to pull 2 off the train and fight them in the south part of the big room (nothing will link/aggro there).

    Second floor is pretty straightforward, you just need to know how to handle the imp/fomor links (melees voke the imp while the puller keep running usually)

    Keeping 2 melees on GyroGears generally make it much easier if you have trouble with it

    For Turtle, the strats we uses:
    #1: Thief (with reraise) aggro the whole room and run toward the gears train. 4 designed people get their rampart and bring them back to the entrance.

    After the thief dies, he will come back on the first side and help us fight the turtle.

    #2 We kill every ramparts one by one (I often use medecines and 2h to speed thing up, you can get most of those back later from the chest)

    #3 Once the 4 ramparts are dead, we run to the 2nd room with 4 chests and hide in the corner to your left. That's where we pull and fight turtle.

    If everyone is stacked in the corner, the Gears train shouldn't aggro or link. It's important that someone watch for the gears train and tell mage to stop casting when they are close.

    #4 If you have over 15min, pull the chariot where you pulled the turtle, have someone ready to kite away the gears train before it ass rape you and send your thief to the elevator to zone up. With 10min, you should be able to kill SSR boss without 2h

  3. #3
    I'm more gentle than I look.
    Mr. Feathers AKA Mr. Striations
    All hail Lord Yamcha

    Join Date
    Aug 2007
    Posts
    17,538
    BG Level
    9

    Thanks for the advice. What of the gear train though? If I want go the path of killing them. Or is it not worth it?

  4. #4
    Banned.

    Join Date
    Jul 2005
    Posts
    17,471
    BG Level
    9
    FFXI Server
    Ifrit
    WoW Realm
    Area 52

    I don't really see the advantage of killing the gears train. It's risky because they are hard to sleep, and a 6 man party won't kill them fast. It wouldn't surprise me if it take around 6 minutes to get ride of the

    Because you need to suicide pull the rampart anyway after, I don't really see why you wouldn't just kite them away with the rest of the room. Dragging the rampart to the first room take around 3minutes, and is definitively faster than dealing with the train.

    For the turtle/chariots, the train shouldn't really be an issue if you're careful, so killing doesn't really give you an advantage here.


    Expect a few wipe or screw up on this floors, especially on the first few run. It's definitively the hardest floor in Salvage and the one that gave us the most troubles.

  5. #5
    Relic Shield
    Join Date
    Jun 2007
    Posts
    1,627
    BG Level
    6

    the straight tanking on hammerblow works only if you get 1HP 2 magics at the very least, and we do it only on dekka route since then we clear everything on 1F. One sac pull and pull 3 at a time ( THF and RDM kite 2) works best in general for us.

  6. #6
    Relic Shield
    Join Date
    Jun 2007
    Posts
    1,627
    BG Level
    6

    Quote Originally Posted by Kaylia View Post
    I don't really see the advantage of killing the gears train. It's risky because they are hard to sleep, and a 6 man party won't kill them fast. It wouldn't surprise me if it take around 6 minutes to get ride of the
    Actually this is wrong. It takes 3-4 minutes to pull 4 doors + chariot to start, sleep them etc.Takes teh same time to clear them ( NP with 6) with 2Hs. But it's always better to pull stuffs to start if you plan on doing boss as well.

  7. #7
    ٩๏̯͡๏)۶

    Join Date
    Jun 2005
    Posts
    12,248
    BG Level
    9
    FFXI Server
    Asura
    WoW Realm
    Barthilas

    Quote Originally Posted by Kaylia View Post
    I don't really see the advantage of killing the gears train. It's risky because they are hard to sleep, and a 6 man party won't kill them fast. It wouldn't surprise me if it take around 6 minutes to get ride of the
    They're actually not hard to sleep at all, your sleepers just need equipment, however due to the path you take it's most likely your mages will have equip by this point.

    As for the train,

    SCH makes gear train a joke. If you get them a fanatic's drink then they can solo hold it, when their drink has a few seconds left, Mani>Sleep1ga, run a bit away, time Mani>Graviga, then Mani sleep2ga > Graviga > 2ga > graviga as much as you need.

  8. #8
    Relic Weapons
    Join Date
    Jun 2005
    Posts
    303
    BG Level
    4
    FFXI Server
    Bismarck

    For CC pull: we have a solo BLM hold the gears and 2 Ramparts while the RDM hold the other 2 Ramparts and debuff/cure.
    Melee pick the gears one by one and they die in like 5-7mins with SV+2hrs.

    Yes, a BLM can solo hold 6 gears + 2 ramparts on his own with just the essential Enf equipment locked.

  9. #9
    CoP Dynamis
    Join Date
    Nov 2006
    Posts
    280
    BG Level
    4
    FFXIV Character
    Misa Amane
    FFXIV Server
    Cactuar
    FFXI Server
    Carbuncle

    Some groups do it different when it comes to the gear train. Me personally, I find it a waste of time to sit there killing it when we could very well be killing something else. Just pull the turtle to a corner and have your mages cease and desist all magic casting when the gears hover by IF you don't want to spend time killing the gears. If you do want to kill the gears then ignore everything I said and do what a few suggested above.

  10. #10
    Relic Horn
    Join Date
    Jul 2005
    Posts
    3,478
    BG Level
    7

    Solid Snake Turtle Tactics ftw

  11. #11
    Smells like Onions
    Join Date
    Nov 2008
    Posts
    2
    BG Level
    0
    FFXI Server
    Bahamut

    Thats how you do it, i posted here looking for information and someone helped me out.

  12. #12
    Smells like Onions
    Join Date
    Nov 2008
    Posts
    2
    BG Level
    0
    FFXI Server
    Bahamut

    Edited

  13. #13
    Relic Weapons
    Join Date
    Jul 2008
    Posts
    307
    BG Level
    4

    With 3 DD+THF, 4-5 mins w/o 2hrs. 2 DD+THF about the same time using 2hrs. If you like kill the train, they aren't hard to sleep by any means.

  14. #14
    E. Body
    Join Date
    Mar 2006
    Posts
    2,333
    BG Level
    7

    i find we can usually pull the ramparts back to room 1 before the train would even reach us, so we're already ahead on time by pulling them to start, imo. then we run up to CC and fight him right before the room he pops in. train will show up, but your thf can just make sure he aggros them first and run them off or you can sleep them, or in a pinch just let them eat 1 person and run off. ever since we stopped killing the train, the whole fight just got a lot easier, especially if you have some extra time, but not enough to kill LAC and his time killing brainjack.

  15. #15
    Sandworm Swallows
    Join Date
    Dec 2006
    Posts
    7,328
    BG Level
    8

    Quote Originally Posted by Cream Soda View Post
    I just started an SSR static that will go 2-3 days a week because in my current salvage shell only goes twice a week and I'm second for usu body, so yea that's not going to fly.

    So, I have a group I just set up with 7 members. I'm going to list their jobs and if anyone wants to help me pick a good set up, it would be very appriciated, along with any general tips you think I should know. We'll be doing Hammerblow (2 ppl need) > PK (3 lotters here) > Gears (1 lotter here) > Turtle (5/5 usu for me!)

    Vegetto: 75 Mnk, Sam, Dnc (best geared/merited for mnk)
    Saruonru: 75 Mnk, Rng, Nin (great mnk, decked rng, never seen his nin, also in my other salvage shell, so I know he makes a great co-tank)
    Crion: 75 Rdm, Rng, Cor (Not sure of his gear, but he has salvage experience based on his app)
    Aleya: Rdm, Blm, Brd, Pld, Bst (New to salvage, have to show her the ropes)
    Garasu: Mnk, War, Drk, Bard (His set is alright on everything but his drk)
    Chibii: Whm, Rdm, Drk, Brd, Blm (Was in my previous 2nd salvage shell before it broke, played well on whm rdm and brd)
    Apileas: Thf, Mnk, War, Drk, Nin, Pld, Sam (Plays well on his Mnk and War, haven't seen the rest, but since the only one with thf, he's pretty much coming thf)

    Atm, for Hammerblow, I've been putting on all my defense and dmg-% gear and tanking all 6 at once, having everyone else assist me, till they're all dead. Is this the best method or is there one that will save time as compared to this one?

    Any tips for making clearing of fomors and gears go by a little quicker for PK and Gyro Gears?.

    Most importantly is turtle. With the jobs we have, what is the best way to go about getting at the ramparts/pulling them, as well as a few alternatives. Atm my other shell sacks the room twice and pulls 2 at a time, which works, but is ab it slow, so I'm looking for ways to improve on this.

    Thanks everyone for the help.
    Setup: WAR/NIN, MNK, MNK, THF, RDM, WHM, BRD. In general, give cells in that order too, except magic of course.

    Hammerblow: Have everyone but your RDM, THF and WAR head to the south side of the room. If you hug the wall you won't get aggro even if you are in yellow HP. Have your THF pull the Elvaan and run back to the start, have your WAR pull #6 (Hume MNK) and your RDM (if someone else has magic) pull #4 (the other Hume MNK). If your RDM is the only one with magic, then just pull one at a time until you get more magics, because if your RDM dies you are fucked. Kill #6 while RDM kites #4 then kill #4. The mobs usually will be close to resetting by this point. If you can pull one as they are coming back, if you can't then just repull the room in the same way. Just make sure that your RDM doesn't pull #5 because it is a Hume RNG (looks like the Hume MNKs too) and it will rape them. Repeat until all are dead. I prefer this over super-tanking for a couple of reasons. Super-tanking is cell/equipment dependent; it requires giving up a DD for killing the fomor; it usually requires giving up a magic cell that could go to someone more useful; if something goes wrong a wipe is almost always worse than a THF kiting scenario.

    PK and Gears: For PK make sure your THF gets a few cells earlier in the order, like Sub, Magic, Ranged and Feet (if they have movement speed). Always have your THF ready to pull as the last mob is dying. If you link a fomor when pulling an Imp just have your THF kite it and kill the Imp first. Also, on a link make sure that none of your mages are resting because the fomor will aggro them.

    For Gears: You should be fully equipped at this point so pulling shouldn't be an issue. Just make sure you have quick sleepers in case of links and if you link a rampart, just kill it, trying to sleep and hold it will waste MP and it might kill a mage.

    For Turtle: I prefer pulling back to the start room instead of killing the gears. With 7 killing the gears takes longer than pulling the Ramparts. I do not believe anyone that says they can pull and kill all of the gears in under the three minutes it takes to pull the Ramparts with seven people. Leave your THF dead to pull the Turtle back to the start room after the Ramparts are dead (once they get used to it, they should be able to come back to help you kill, but it might just be easier to just leave them to wait for the turtle if you have any concerns). I would suggest using 2HR's to kill the Ramparts because it helps the mages that are sleeping the rest of the Ramparts and because if you are doing the boss and are decently geared it usually ends up eating up some of your 2HR's with charms.

    There is no reason to sac the room twice, you can easily pull all four of the ramparts. WAR, MNK, MNK, BRD pull the Ramparts, WHM backs them up, THF sacs the room. RDM stays at start to sleep them as the come in. Remember, the Ramparts kite themselves, and the concern is more about losing them to deaggro rather than them killing their kiters.

  16. #16
    Banned.

    Join Date
    Jun 2007
    Posts
    2,590
    BG Level
    7

    MNK MNK COR RDM/BLM WHM BRD + THF

    1F= you can supertank relatively easily. Even if you die the second tank will finish them off and you prolly won't lose much.

    CC= monks pull 2 ramparts each back to start while the THF sacks the room. Claim one with range, and the second one with chi blast and proceed to start slowly, without outrunning them, or they'd lose aggro. Additionally have the rdm pull the chariot (if he has crimson legs).

    Once @ start sleep the door and 2H the chariot. Then keel. Send the brd early pull CC while they kill the last door (hide in corners to avoid the train if you have to).

  17. #17
    I'm more gentle than I look.
    Mr. Feathers AKA Mr. Striations
    All hail Lord Yamcha

    Join Date
    Aug 2007
    Posts
    17,538
    BG Level
    9

    What's the chariot have to do with anything? We have to kill it? We're only doing farming 35s, not doing the boss

  18. #18
    E. Body
    Join Date
    Mar 2006
    Posts
    2,333
    BG Level
    7

    chariot is only relevant if you're doing boss since it unlocks door. if you don't intend to go thru it, don't need to pull it. ^^

  19. #19
    Banned.

    Join Date
    Jun 2007
    Posts
    2,590
    BG Level
    7

    Well then find somethig to do with 25 minutes left after killin CC.

  20. #20
    I'm more gentle than I look.
    Mr. Feathers AKA Mr. Striations
    All hail Lord Yamcha

    Join Date
    Aug 2007
    Posts
    17,538
    BG Level
    9

    Quote Originally Posted by pchan View Post
    Well then find somethig to do with 25 minutes left after killin CC.
    Don't think we'll have that much time left, at least not for a few runs. Will be our first run next friday

Page 1 of 4 1 2 3 ... LastLast

Similar Threads

  1. Warrior Tank set-up equipment build. can i have it please?
    By Evildemon in forum FFXI: Everything
    Replies: 29
    Last Post: 2008-04-30, 09:07
  2. Question on LBC set-up
    By Renzoukan in forum FFXI: Everything
    Replies: 27
    Last Post: 2008-03-21, 09:27
  3. Cerberus....low man set ups
    By Seidell in forum FFXI: Everything
    Replies: 34
    Last Post: 2008-02-15, 20:57
  4. Asking what the party set-up is.
    By Vic in forum FFXI: Everything
    Replies: 107
    Last Post: 2007-08-14, 03:07