Our pld just casts flash on one of them and runs. They will all link so there is no need to run right up next to all of them.
Our pld just casts flash on one of them and runs. They will all link so there is no need to run right up next to all of them.
Cool, sounds like our PLD just fucked up and ran way too close, then... twice.
There was some talk about using banish over tomahawk against narakas, but I'm starting to think that's a bad idea.
The rationale behind it is that banish removes 95% or so of the resistance and tomahawk only removes 25%, but the melees were saying that it felt like it's resisting damage more. Correct me if I'm wrong, but tomahawk removes both undead damage penalty and all other -pdt (Yaksha Stance) while banish only removes undead damage penalty, right?
Hmm, I see then. Have you done further testing to see if tomahawk and banish stack or overwrite each other?
I'm told banish overwrites and prevents(you get a no effect msg) tomahawk on undead mobs. But I have not personally tested that.
It's been a while, but I vaguely recall from the old KRT mnk burns, that the special defense removal part of Banish could resist. On WHM I'd have to sometimes cast a couple banishes on the ghosts (which seemed to be more resistant than skeletons) before the mnks were seeing an increase.
I know this has not been talked about in a while on this thread, but does anyone have specific numbers on the HP difference between the 18 and 36-man legion battlefields?
I can't absolutely swear to it because I can't find the link, but I'm fairly sure SE has stated that 36-man mobs have twice the HP. Also, I think I've heard they have twice the drop rates?
If that's the case, you're one party better off going with 36 than 18.
They definitely have twice the HP, per info from SE. They may or may not have twice the drop rates - info from SE indicates that the amount of "rewards" you get would be higher with the 36 man version, but is no more specific than that. So, it's likely a higher drop rate, but it may or may not be double.
More or less a kind of follow-up to that video. Mul does not need any Summoners, if anything the SMN would be there to debuff mobs and not to PD. In fact, I find having Perfect Defenses slows you down more than it does good. Our typical setup is something like this:
DDx4 WHM COR | RNGx3 WHM BRD COR | PLDx2 THF SCHx3
Started using a second PLD to hold the Naraka, and call out when he's in MDT stance to kill it faster to save more time. The RNGs all have either Yoichi or Anni, and properly buffed completely destroy anything inside of legion without getting hate off the DD. The SCHs take turns stunning TP moves and high tier spells, those crepe foods for magic accuracy help if you don't have the ToM staff.
Also, it's far easier to kill Botulus before Gallu, as you will not have to deal with Astral Flow if he is killed fast enough. 2 of those DD are WAR usually, and have Tomahawk maxed, so 1 of them is enough per Botulus. Needless to say, the CORs and BRD rotate during the run and keep buffs up.
The RNGs eliminate the entire "turtle up to kill and it wastes time" arguement, as they do not have to turtle up at all, and the DD will be in their hybrid build which is enough to survive and to maintain 21-26%(in WARs case) haste. We have done it this way with 2 RNGs instead of 3 before which worked as well, but only killed 3 wave 3 mobs that way on our best runs, and have been clearing 4 rather often since switching to 3 RNG. The same setup and strategy works for every other chamber just as well as it does for Mul, and is a lot faster than the old Perfect Defense one.
Edit: Note that our direct DD(not the RNGs) are not always the best of the best, and we still manage to clear that much. That strategy really relies on those RNGs, but if you have them, by all means, go for it, you will love it.
The speculation on 36 man having double drop rates was from a JP SS showing an overflowing loot pool iirc.
How good are your stunners? How often do TP moves/spells get off?
What Crepe food gives MAcc?
What's stopping you from bringing 3 more melee DD instead of RNGs? Are mobs getting off so many TP moves that your DD need to be out of range or turtle up? What's that second WHM doing if the RNGs never take any damage?
Don't get me wrong, I think it's great that there are viable non-PD methods, but I'm not really following why the whole strategy relies on RNG. I'm also not seeing how skipping out on minimal effort, and in most cases mule, SMN for PD is helping any group out there that doesn't have 18 active members(7-8 chars we normally bring are mules).
As for PD method, I don't agree that it slows a group down. We've cleared 5 wave3 mobs a couple times(30% timeout on 6th one time), with 4 being very common. Granted, the method for using PD has evolved a whole lot since killing 4+ wave3 mobs became a common occurrence. We typically kill wave1 in 3min using only 1 PD at the start, wave2 in 4-6min using PD only for Naraka, then 4 PDs left for Gallu+Rex for the rest of the run.
Until the nerf, I just don't see why anyone would want to bring more characters to accomplish the same thing.
36man definitely has better droprates but i can't say if it's double or not (only done it twice)
also getting closer to clearing 4th wave every week!
Spoiler: show