Did 6 runs, 2 Vine drops.
Did 6 runs, 2 Vine drops.
What is the standard setup people are using for Kalusutrax and Rex? Kalu has been inconsistent on wins and slower than I'd like as well. Also what are you stunning on Kalu? Every move? Or just Yama's?
Bot Rex: JP shout groups here do about 9 BLMs + COR BRD WAR WAR SMN + Proc classes.
Building a cookie-cutter PLD, I assume Zelus and 4/5 AF3+2, Goading Belt, and Atheling. What rings/earrings/neck are advisable ? I doubt I have the patience for another Empyrean, so I'm likely not going to get CDC anytime soon (I'm thinking about it though), so will a PDT Magian and Requiescat suffice ? Or is it worth going down the Realmrazer route which I've heard some mutterings about ?
You should shoot/card for TP in on almost all voidwatch and you can 3hit with a semi decent misers without /sam. Meaning you can use a better sub like /Rdm (For phys resistant mobs) or /war. TP phase damage with Chaos, Serk and ODD is really significant. It's not as if Orichalcum Bullets are expensive either so there's no real excuse no to shoot (and instead just regain+QD for TP) unless you're fighting a few specific NMs (Notice how I said "almost all"?).
Just figure out how much STP you need for the various miser roll combinations, make a bunch of different TP (And QD) sets and swap to the relevant one depending on what you roll. I just made a bunch of different spellcast groups, and use some simple aliases:
alias miser8 sc group Miser8
alias miser9 sc group Miser9
alias miser10 sc group Miser10
alias miser5 sc group Miser5
alias miser11 sc group Best
alias vwmiser8 sc group Best
alias vwmiser9 sc group Best
alias vwmiser10 sc group VWMiser10
alias vwmiser5 sc group Miser5
alias vwmiser11 sc group Best
That's been the problem. Can stun Stances/Yamas, but the fights are just lasting longer than I'd like (even with good procs), so as time progresses the chance of a Yama's going off, or the Melee/tanks being taken out by death or other random stuff increases, and once the melee are dead it just goes south.
Tried a standard VW setup and it wasn't really optimal. Tried a blm heavy setup and it was too slow and still had the same problems. So looking for feedback. Maybe we just needed some better proccers/stunners with the standard melee/proccer setup.
Not sure how long you are expecting the fights to go on but without an early high stagger you're gonna be sitting on his heavy DT- for most of the fight. Even without Yama's and Vengeance, that alone would make for a pretty long fight. He's a pain in the ass... there must be something to getting rid of his DT- (it definitely varies wildly, but I can't identify what the condition is to removing it).
Still curious on what setups people are using. Played with a few and haven't been satisfied with any of them.
2 heavy DD PT and standard mage proc PT for kala. Use good ukko's and smites and don't slack on buffers.
Strategies for Dynamis - Jeuno trigger NMs (where to fight and set up?) I tried some of these trio but they proved to be completely impractical with only MNK THF WHM. A friend and I farmed some triggers and our group is looking to be something like MNKx2 DRG WAR BRD WHM RDM. Any ideas? Are the Tomes 100% drop?
There is a (small) clear spot between the gobs at Maat and in the palace, you can pull the 2 side NMs and the Maat-area NM there. Stun bomb tosses (you'll want stun for the archgoblin golem, but also /nin[at least at 95 you did] so might be better to split over 2 runs) and try not to trigger the maat area NM until it's a little lower, enough you can kill it before it unstaggers. Bene's multiple times, stagger is your best chance to get it dead. Side NMs are nothing special, but bomb tosses can add up. Barfire and stun as many as possible.
Edit: You'll be better served chainspell-stunning the Maat area NM than the archboss, if killing while staggered fails. There is a chance to get 2hrs back from gob dice from any of the 4.
Edit2: The maat-NM is whm/thf, so evasion was way up there at 95. Marcato-March + Madrigal might be a better option than 2x march.
You won't be able to get out of range of toss/frypan just because the camp is so small, so make sure everyone is shelled/barfire, as you'll likely eat at least 1.
Upper level NM, 1 person pop and pull to outside/front palace. If few/no links, proceed, if a ton, don't heal them/be resting and sac it off - puller remember to run past camp, as this is a nin/rdm NM and won't move into melee range. Stun bombtoss again, ideally hold stagger to kill before multiple mijin's drop you at low%.
Archgolem doubles TP moves. Utsusemi the first seismostomp, stun the 2nd.
VW atmacites for MNK?
Recently made Melee Gloves +2 and Ganesha's Mask set 4/5 still seems to have more attack than melee gloves+2 tantra 4/5. Was it said that melee gloves +2 win but maybe only in uncapped acc situations, or possibly with only certain buffs on?( I have not done much if any testing buffed/unbuff)
Also curious if Ganesha, Mel. Gloves +2, Usukane feet set would work in VW? 24% haste but maybe with regain temps etc it would work out?
Is everyone's accuracy suspect on VWNMs? I just finished a Lancing Lamorak on MNK, my skill is 431 (uncapped, yeah. I just got back), and even with Aggressor and Focus up, it felt like I was trying to hit something with Perfect Dodge up. I don't even want to talk about trying to hit with my 350-ish Staff/Club.
Is it just that mob, or do I need to seriously rework my TP set and start eating pizzas/sushi?
Lamorak is a THF mob. Use acc food for it.
Did the spawn for the tier 2 vnm in a-vunkerl inlet change from flux #01?