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  1. #1101
    Jem
    Jem is offline
    Claustrum. Really?
    Join Date
    Nov 2007
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    3,806
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    FFXIV Character
    Kaith Laqueus
    FFXIV Server
    Ragnarok
    FFXI Server
    Asura

    To that third question about turtling, I fulltime my Hybrid PDT/TP set for Legion and only ever switch out of it for actions that are instant.

    It helps but it certainly isn't infallible. I still get dropped when mobs decide to just go 'Fuck you peasanty'. Like last night was particularly bad for me, I died twice in Mul and just kinda had to shrug my shoulders. First death Ironclad did Arm Cannon (HP down) > I use Panacea > Turbine Cyclone for 880 through DT gear before WHM could cure. Naraka gets off Illusion (Curse) > Melee swing for 800+ through PDT whilst I'm using Holy Water. There was a few inexperienced people in there with us I think (unsure as not my group, I just kinda whore myself out to a lot of groups!)

  2. #1102
    Sea Torques
    Join Date
    Sep 2006
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    646
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    5

    Paramount Naraka can also use Yama's Judgement.

  3. #1103
    Sea Torques
    Join Date
    Jun 2007
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    539
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    FFXI Server
    Titan

    Quote Originally Posted by Byrthnoth View Post
    1) Does anyone that uses Rangers have some parses they can send me/post? I find that our melee still parse 20% and that our four Rangers and two CORs make up the other 40%. Furthermore, our best COR parses 7.7% while our best Ranger parses 11.5%. I'd like to compare that to other groups.
    2) How do you survive Botulus? Equally importantly, how do you damage Botulus (bring moar WAR?)
    3) Melee, do you turtle? If so, how much do you turtle? I find that Scherzo saves my ass pretty well against everything other than the Naraka and Gallu, which are still perfectly capable of one-shotting me.
    Spoiler: show
    Code:
    Damage Summary
    Player               Total Dmg   Damage %   Melee Dmg   Range Dmg   Abil. Dmg  WSkill Dmg   Spell Dmg  Other Dmg   Absorbed Dmg
    Arubert                  20459     1.76 %           0        2118         953       17387           1          0              0
    Bluenuko                203643    17.49 %       88530           0           0      113638           0       1475              0
    Bonkureh                   836     0.07 %           0           0           0           0         836          0              0
    Goodspeed               231484    19.88 %       42314           0           0      189110           0         60              0
    Jeil                     48685     4.18 %           0        3843        3587       41255           0          0              0
    Kagoch                  157091    13.49 %       71869           0          27       84522         600         73              0
    Manemane                  3894     0.33 %        3877           0           0           0           0         17              0
    Mugichina               121922    10.47 %           0       30928           0       90986           0          8              0
    Pandur                  232106    19.93 %       88000           0           0      144106           0          0              0
    Veglabaud                 1108     0.10 %           0           0           0         661         445          2              0
    Volrath                   1098     0.09 %           0           0           0           0        1098          0              0
    Zuke                    138348    11.88 %       72916           0           0       65425           0          7              0
    SC: Distortion             451     0.04 %           0           0           0           0           0          0              0
    SC: Fragmentation          988     0.08 %           0           0           0           0           0          0              0
    SC: Light                 2508     0.22 %           0           0           0           0           0          0              0
    Total                  1164621   100.00 %      367506       36889        4567      747090        2980       1642              0
    
    
    Melee Damage
    Player            Melee Dmg  Abs'd.Dmg   Net Dmg   Melee %   Hit/Miss    M.HR %   M.Acc %  M.Low/Hi  M+0.Avg  M-0.Avg
    Arubert                   0          0         0    0.00 %       1/10    9.09 %    9.09 %       0/0     0.00      NaN
    Bluenuko              88530          0     88530   43.47 %     382/15   96.22 %   96.22 %     0/797   216.75   217.36
    Goodspeed             42314          0     42314   18.28 %     436/45   90.64 %   90.64 %     0/461    94.25    94.93
    Jeil                      0          0         0    0.00 %        2/1   66.67 %   66.67 %       0/0     0.00      NaN
    Kagoch                71869          0     71869   45.75 %     353/22   94.13 %   94.13 %     0/697   173.94   175.04
    Manemane               3877          0      3877   99.56 %       88/4   95.65 %   95.65 %      0/23     2.06     6.80
    Mugichina                 0          0         0    0.00 %        1/2   33.33 %   33.33 %       0/0     0.00      NaN
    Pandur                88000          0     88000   37.91 %     369/25   93.65 %   93.65 %     0/874   201.25   203.75
    Veglabaud                 0          0         0    0.00 %      23/31   42.59 %   42.59 %       0/0     0.00      NaN
    Zuke                  72916          0     72916   52.70 %     821/73   91.83 %   91.83 %     0/329    83.06    84.19
    
    
    Melee Crit Damage
    Player                #Crit  C.Low/Hi   C-0.Avg     Crit%
    Arubert                   0       0/0      0.00    0.00 %
    Bluenuko                 27  169/1499    429.00    7.07 %
    Goodspeed                17    78/297    166.12    3.90 %
    Jeil                      0       0/0      0.00    0.00 %
    Kagoch                   36  182/1149    464.75   10.20 %
    Manemane                 22     7/346    170.05   25.00 %
    Mugichina                 0       0/0      0.00    0.00 %
    Pandur                   43  270/2026    520.72   11.65 %
    Veglabaud                 0       0/0      0.00    0.00 %
    Zuke                     76    42/531    145.24    9.26 %
    
    
    Ranged Damage
    Player            Range Dmg   Range %   Hit/Miss    R.HR %   R.Acc %  R.Low/Hi  R+0.Avg  R-0.Avg  #Crit  C.Low/Hi   C-0.Avg     Crit%
    Akitun                    0    0.00 %        0/1    0.00 %    0.00 %       0/0     0.00     0.00      0       0/0      0.00    0.00 %
    Arubert                2118   10.35 %      24/13   64.86 %   64.86 %       0/0    84.26    84.26      1   180/180    180.00    4.17 %
    Jeil                   3843    7.89 %       36/6   85.71 %   85.71 %       0/0   104.85   104.85      3     0/218    127.67    8.33 %
    Manemane                  0    0.00 %        0/1    0.00 %    0.00 %       0/0     0.00     0.00      0       0/0      0.00    0.00 %
    Mugichina             30928   25.37 %      100/8   92.59 %   92.59 %       0/0   299.63   303.00     10   146/616    396.10   10.00 %
    Rirne                     0    0.00 %        0/1    0.00 %    0.00 %       0/0     0.00     0.00      0       0/0      0.00    0.00 %
    
    
    Other Magical Damage  (Additional Effects and Spikes)
    Player            M.AE Dmg  # M.AE  M.AE Avg   R.AE Dmg  # R.AE  R.AE Avg   Spk.Dmg  # Spike  Spk.Avg
    Bluenuko              1475     135     10.93          0       0      0.00         0        0     0.00
    Goodspeed               60      15      4.00          0       0      0.00         0        0     0.00
    Jeil                     0       0      0.00          0       1      0.00         0        0     0.00
    Kagoch                  73      24      3.04          0       0      0.00         0        0     0.00
    Manemane                17       6      2.83          0       0      0.00         0        0     0.00
    Mugichina                0       0      0.00          8       5      1.60         0        0     0.00
    Veglabaud                2       2      1.00          0       0      0.00         0        0     0.00
    Zuke                     7       4      1.75          0       0      0.00         0        0     0.00
    
    
    Weaponskill Damage
    Player                 WSkill Dmg  Abs'd.Dmg   Net Dmg   WSkill %  Hit/Miss   WS.Acc %   WS.Low/Hi   WS.Avg
    Arubert                     17387          0     17387    84.98 %      18/2    90.00 %    159/1670   965.94
     - Last Stand                4229          0      4229    24.32 %       5/2    71.43 %    515/1236   845.80
     - Wildfire                 13158          0     13158    75.68 %      13/0   100.00 %    159/1670  1012.15
    Bluenuko                   113638          0    113638    55.80 %      55/0   100.00 %      0/5076  2066.15
     - Resolution              112006          0    112006    98.56 %      53/0   100.00 %      0/5076  2113.32
     - Scourge                   1632          0      1632     1.44 %       2/0   100.00 %    620/1012   816.00
    Goodspeed                  189110          0    189110    81.69 %      93/2    97.89 %    840/4456  2033.44
     - Namas Arrow             115378          0    115378    61.01 %      53/2    96.36 %    840/4456  2176.94
     - Tachi: Kaiten            12574          0     12574     6.65 %       6/0   100.00 %   1362/3211  2095.67
     - Tachi: Shoha             61158          0     61158    32.34 %      34/0   100.00 %   1266/3348  1798.76
    Jeil                        41255          0     41255    84.74 %      32/0   100.00 %    352/2053  1289.22
     - Last Stand               11907          0     11907    28.86 %      10/0   100.00 %    541/2053  1190.70
     - Wildfire                 29348          0     29348    71.14 %      22/0   100.00 %    352/1778  1334.00
    Kagoch                      84522          0     84522    53.80 %      59/0   100.00 %      0/2763  1432.58
     - Resolution               84522          0     84522   100.00 %      59/0   100.00 %      0/2763  1432.58
    Mugichina                   90986          0     90986    74.63 %      44/3    93.62 %    702/4221  2067.86
     - Coronach                 90986          0     90986   100.00 %      44/3    93.62 %    702/4221  2067.86
    Pandur                     144106          0    144106    62.09 %      71/0   100.00 %    388/4382  2029.66
     - Resolution              100534          0    100534    69.76 %      49/0   100.00 %    586/4382  2051.71
     - Ukko's Fury              43572          0     43572    30.24 %      22/0   100.00 %    388/4073  1980.55
    Veglabaud                     661          0       661    59.66 %       3/0   100.00 %     206/232   220.33
     - Atonement                  661          0       661   100.00 %       3/0   100.00 %     206/232   220.33
    Zuke                        65425          0     65425    47.29 %      56/0   100.00 %    238/3578  1168.30
     - Ascetic's Fury            5530          0      5530     8.45 %      10/0   100.00 %    238/1021   553.00
     - Victory Smite            59895          0     59895    91.55 %      46/0   100.00 %    266/3578  1302.07
    
    
    Ability Damage
    Player                  Abil. Dmg  Abs'd.Dmg   Net Dmg    Abil. %  Hit/Miss    A.Acc %    A.Low/Hi    A.Avg
    Arubert                       953          0       953     4.66 %       4/0   100.00 %     128/294   238.25
     - Fire Shot                  953          0       953   100.00 %       4/0   100.00 %     128/294   238.25
    Goodspeed                       0          0         0     0.00 %       1/0   100.00 %         0/0     0.00
     - Blade Bash                   0          0         0     0.00 %       1/0   100.00 %         0/0     0.00
    Jeil                         3587          0      3587     7.37 %      13/0   100.00 %      21/393   275.92
     - Fire Shot                 3091          0      3091    86.17 %       9/0   100.00 %     210/393   343.44
     - Ice Shot                   496          0       496    13.83 %       4/0   100.00 %      21/292   124.00
    Kagoch                         27          0        27     0.02 %       1/0   100.00 %       27/27    27.00
     - Weapon Bash                 27          0        27   100.00 %       1/0   100.00 %       27/27    27.00
    
    
    Spell Damage
    Player                  Spell Dmg  Abs'd.Dmg   Net Dmg   Spell %  #Spells  #Fail  S.Low/Hi     S.Avg  #MBurst
    Akitun                          0          0         0    0.00 %        1      0       0/0      0.00        0
     - Dia II                       0          0         0    0.00 %        1      0       0/0      0.00        0
    Arubert                         1          0         1    0.00 %       11      0       0/1      0.09        0
     - Dia II                       1          0         1  100.00 %       11      0       0/1      0.09        0
    Bonkureh                      836          0       836  100.00 %       10      0     0/510    104.50        2
     - Banish III                 835          0       835   99.88 %        2      0   325/510    417.50        0
     - Dia II                       1          0         1    0.12 %        8      0       0/1      0.17        2
    Kagoch                        600          0       600    0.38 %        4      0    10/248    150.00        0
     - Drain                       10          0        10    1.67 %        1      0     10/10     10.00        0
     - Drain II                   590          0       590   98.33 %        3      0   138/248    196.67        0
    Veglabaud                     445          0       445   40.16 %        1      0   445/445    445.00        0
     - Holy II                    445          0       445  100.00 %        1      0   445/445    445.00        0
    Volrath                      1098          0      1098  100.00 %        4      0    45/469    274.50        0
     - Banish III                1098          0      1098  100.00 %        4      0    45/469    274.50        0
    
    
    Skillchain Damage
    Skillchain          SC Dmg  Abs'd.Dmg   Net Dmg   # SC  SC.Low/Hi  SC.Avg
    SC: Distortion         451          0       451      2    187/264  225.50
    SC: Fragmentation      988          0       988      2    109/879  494.00
    SC: Light             2508          0      2508      6    64/1225  418.00

    Arubert COR
    Jeil COR
    Mugichina RNG

    5/5 tomahawk with +2 augment on botulus and he drops pretty quick even without using MS (we kill botulus prior to gallu)
    we go with 2 drks before 2 wars if we can't have both
    we hybrid turtle on the gallu each wave3+

    we brd swap between waves only, don't swap cors
    wave1 kill order is naraka > ironclad > mantis > harpy
    wave2 kill order is ironclad > naraka > mantis > harpy

  4. #1104
    I think FFXI should be Free-2-Play
    Join Date
    Jan 2011
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    Quote Originally Posted by Byrthnoth View Post
    Okay, just checking in again. We've settled on this Mul strategy for now:
    Ranger Party - RNG x4, BRD, COR (Minuets x2, Hunter's, Chaos : Rangers use Bounty Shot)
    Scholar Party - SCH x3, PLD, WHM x2 (Scholars stun, Paladin drops after Perp Regen V and Embrava, WHMs divide melees with the melee party WHM and cure them)
    Melee Party - DD x3 (DRG/WAR/DRK but varies), COR, BRD, WHM (Chaos, Fighter's, Minuet x2, Scherzo for Wave 1, one Madrigal instead of Minuet on Wave 2)

    We don't swap CORs or BRDs because our group is terrible at it and it wastes too much time, but we'll have to start swapping them for Marches on the melee when the Embrava nerf happens. Groups that swap bards, do you just assume a minimum level of competence from your party leaders, or do you let your bards basically do it themselves using Autoexec scripts on the party leaders?
    Depend on whether the player been using it already or not, some ppl doesn't use it so I just make them make pt invite macro.


    Quote Originally Posted by Byrthnoth View Post

    Last night we reached the final wave of Mul with >10 minutes left, then killed the Gallu and squandered our remaining time wiping to Botulus. three requestions, bolding and obnoxifying the most important one:
    1) Does anyone that uses Rangers have some parses they can send me/post? I find that our melee still parse 20% and that our four Rangers and two CORs make up the other 40%. Furthermore, our best COR parses 7.7% while our best Ranger parses 11.5%. I'd like to compare that to other groups.
    2) How do you survive Botulus? Equally importantly, how do you damage Botulus (bring moar WAR?)
    3) Melee, do you turtle? If so, how much do you turtle? I find that Scherzo saves my ass pretty well against everything other than the Naraka and Gallu, which are still perfectly capable of one-shotting me.
    You mean parse just on B.rex or parse in entire Mul?

  5. #1105
    An exploitable mess of a card game
    Join Date
    Sep 2008
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    13,197
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    Gouka Mekkyaku
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    Gilgamesh
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    Diabolos

    Quote Originally Posted by Byrthnoth View Post
    Okay, just checking in again. We've settled on this Mul strategy for now:
    Ranger Party - RNG x4, BRD, COR (Minuets x2, Hunter's, Chaos : Rangers use Bounty Shot)
    Scholar Party - SCH x3, PLD, WHM x2 (Scholars stun, Paladin drops after Perp Regen V and Embrava, WHMs divide melees with the melee party WHM and cure them)
    Melee Party - DD x3 (DRG/WAR/DRK but varies), COR, BRD, WHM (Chaos, Fighter's, Minuet x2, Scherzo for Wave 1, one Madrigal instead of Minuet on Wave 2)

    We don't swap CORs or BRDs because our group is terrible at it and it wastes too much time, but we'll have to start swapping them for Marches on the melee when the Embrava nerf happens. Groups that swap bards, do you just assume a minimum level of competence from your party leaders, or do you let your bards basically do it themselves using Autoexec scripts on the party leaders?

    We kill this order for both waves: Ironclad -> Harpy -> Mantis -> Naraka

    Random notes:
    1) I have only seen the Naraka cast Kaustra once, and I can't be sure we were pulling it in this order that time.
    2) We choose to do the Harpy second because our PLD complains that she has huge range on her attacks and hits hard.
    3) Our stunners think that Preying Position gives the Wave 2 mantis a MEva boost. They say they can stun him until he gets it off, then he starts to resist.
    4) Last night our Wave 2 Naraka tried to use Sakra Storm at low HP, which is the first time I've noticed him ready that TP move I think.


    Last night we reached the final wave of Mul with >10 minutes left, then killed the Gallu and squandered our remaining time wiping to Botulus. three requestions, bolding and obnoxifying the most important one:
    1) Does anyone that uses Rangers have some parses they can send me/post? I find that our melee still parse 20% and that our four Rangers and two CORs make up the other 40%. Furthermore, our best COR parses 7.7% while our best Ranger parses 11.5%. I'd like to compare that to other groups.
    2) How do you survive Botulus? Equally importantly, how do you damage Botulus (bring moar WAR?)
    3) Melee, do you turtle? If so, how much do you turtle? I find that Scherzo saves my ass pretty well against everything other than the Naraka and Gallu, which are still perfectly capable of one-shotting me.
    We use 5 DD + WHM and have the buffers dorp > buff > dorp. Use vent or use a script to shout that shit based on "X defeats mob" dialogue. BRD locks 2hr and CORs stay outside PT seeking (AE script helps).

    Code:
    1. Ironclad > Naraka > Mantis > Harpy
    2. Ironclad > Mantis > Harpy > Naraka
    Is what I have written for our order.

    The mantis (T1) is fine; T2 is generally resistant, but could be more resistant for posture. We actually Impact him for the stat reduction and hope to gain a bit more magic accuracy. Make sure SCHs stun by animation and not by log.

    If you want to fight Botulus, fight him first since his 2hr is time based I believe.

  6. #1106
    Cerberus
    Join Date
    Sep 2011
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    496
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    Sakura Ephemera
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    Brynhildr
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    Bismarck

    I don't have the parses personally because I wasn't the one who did the parsing, but supposedly I was @19.9% (on RNG), and the other melees were around 25%. We were using 2 CORs with fighter's, rogue's, sam, and chaos so the melees were buffed even more than the situation byrth described. We also have BRD with 4 songs, but the prelude overwrote one of my minuets, and she was using madrigal as well, so I only ended up with 2 minuets. The rest of the DDs should have had 3 minuets + madrigal.

    I'm not sure how your RNGs would only be parsing 11% with less of a "buff difference" between the melee group and RNG group. Do they all have annihilators with last stand? I would *definitely* use tactician's roll over hunter's roll. I had 0 problems with accuracy as long as I use sharpshot when needed (you can freeze it on the ???). Regain is invaluable for ranged jobs, especially stacked with embrava. It'll increase your COR's damage as well. You can always use AoE prelude after the update too I suppose, or have them eat pot-au-feu if accuracy is really an issue.

    In terms of Botulus, just kill him first, then have SCHs chainspell stun the Gallu (have one with full strats just spam stun Gallu). Gallu will mighty strikes and proceed to wipe you if you don't do this. Botulus seems relatively harmless if you kill him first. Just stun all his tp moves.

  7. #1107
    I think FFXI should be Free-2-Play
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    Quote Originally Posted by Helel View Post
    It'll increase your COR's damage as well. You can always use AoE prelude after the update too I suppose, or have them eat pot-au-feu if accuracy is really an issue.
    COR would need hunters in Mul though(unless BRD using perlude), especially against ironclad/Gallu for last stand. But a COR should always be able to give different buffs to DD and him/herself.

    Quote Originally Posted by Helel View Post
    I'm not sure how your RNGs would only be parsing 11% with less of a "buff difference" between the melee group and RNG group. Do they all have annihilators with last stand? I would *definitely* use tactician's roll over hunter's roll. I had 0 problems with accuracy as long as I use sharpshot when needed (you can freeze it on the ???). Regain is invaluable for ranged jobs, especially stacked with embrava. It'll increase your COR's damage as well. You can always use AoE prelude after the update too I suppose, or have them eat pot-au-feu if accuracy is really an issue.
    Maybe cuz his pt has more ppl DDing so the % split up? I'm not sure how many DDs you have in your ally, but I think it'd be more accurate if you mention your total dmg in 30 min Mul run when you want to compare parses. Also need to mention how many NMs killed.

  8. #1108
    RIDE ARMOR
    Join Date
    Nov 2011
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    Quote Originally Posted by Byrthnoth View Post
    3) Melee, do you turtle? If so, how much do you turtle? I find that Scherzo saves my ass pretty well against everything other than the Naraka and Gallu, which are still perfectly capable of one-shotting me.
    Um...no offense byrth, but your scherzo thing isnt working. Yesterday you died exactly 3 times in mul before the wipe on botulus happened. NO ONE ELSE DIED until botulus/Astral flow. Relying on scherzo isnt working when you are the only one that died....and 3 times at that >_>

  9. #1109
    CoP Dynamis
    Join Date
    Dec 2011
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    I had been terrified of Rex forever, until we finally decided to just kill him first as other groups do. Ended up getting our first Rex kill, along with Iga; next time I feel we can definitely work on clearing wave 4. We go with two melee DD parties, as opposed to 1 ranger and 1 melee party. I only switch to PDT when mobs ready TP moves, or when I happen to have hate on Naraka, Rex, or Iga.

    Party swaps are definitely a pain, but the leader of each DD party simply has a party invite macro'd for each bard. We had been swapping cors, but with the AoE dispels, it becomes exceedingly annoying to keep up 4 rolls on two parties. Both of our bards have 99 daurblahblahs though, so even if we stop swapping cors, those bards will always be swapped.

  10. #1110
    Melee Summoner
    Join Date
    Oct 2012
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    Quetzalcoatl

    "Chainspell" stunning Gallu can sometimes not prove effective enough, stuns will overlap and it's his mighty strike'd melee hits that are the most dangerous.
    If you aren't hard-pressed on time, I'd recommend shadowbinding Gallu for the duration of Mighty Strikes. When time becomes an issue though (around the 2nd Gallu? depending on group) can spam stun, it works well, but yeah isn't completely reliable.

  11. #1111
    Relic Weapons
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    Bismarck

    You can kill them fast enough where neither of them pop their 2hr. When the kiter runs in to kite, have everyone run in right behind him and fight rex first. When rex dies, give your stunners a second to move into position then take down gallu.

    I have a different problem. It takes my group about 4.5 minutes to take down wave1. It takes another 4.5 minutes to rebuff before fighting wave2. Anyone have some advice on how we can get buffs going more quickly? We have a 4song brd and 2 cors. I have a couple ideas, but I wanna see what anyone else thinks.

  12. #1112
    An exploitable mess of a card game
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    Can't really tell you what to do unless you give us a video or breakdown of what happens. If you haven't, use AE to accept invites and have leaders know what to do after each mob.

  13. #1113
    Relic Weapons
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    Bismarck

    I'm going through the log right now,

    55:29 cor1 fighter
    55:32 cor2 chaos
    55:53 cor2 fighter
    56:23 cor1 chaos
    56:59 cor2 sam
    57:22 cor1 sam
    57:50 cor2 rogue
    58:18 cor1 rogue
    59:23 brd pt1
    59:57 brd pt2
    00:11 finish buff

    That's usually a full buff cycle. We switch out rogue's roll for hunter's for wave2/3.

    Normally, we full buff in the waiting room.
    Go in, kill wave1 in about 4.5 minutes
    Full rebuff. (without t/n since it won't be up yet)
    Kill ironclad and mantis from wave2.
    Re-sing madx2 minx2 (without t/n)
    Kill Harpeia and Naraka; wave2 takes 6 minutes 16 seconds with redoing songs.
    Full rebuff (with t/n)

    Around here is the 10 minute warning. We've been in for 20 minutes, and almost half of it is just rebuffing.

  14. #1114
    Melee Summoner
    Join Date
    Oct 2012
    Posts
    38
    BG Level
    1
    FFXI Server
    Quetzalcoatl

    This doesn't always happen (or maybe it does and I miss it) but when Rex dies the Gallu proceeds to Level Up and shortly after uses mighty strikes, so there isn't enough time to kill him before 2hr since once it gets to us 2-3 secs later he'll use it. This occurs often and we've done alot of Mul.

  15. #1115
    An exploitable mess of a card game
    Join Date
    Sep 2008
    Posts
    13,197
    BG Level
    9
    FFXIV Character
    Gouka Mekkyaku
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    Quote Originally Posted by Ihina View Post
    Normally, we full buff in the waiting room.
    Go in, kill wave1 in about 4.5 minutes
    Full rebuff. (without t/n since it won't be up yet)
    Kill ironclad and mantis from wave2.
    Re-sing madx2 minx2 (without t/n)
    Kill Harpeia and Naraka; wave2 takes 6 minutes 16 seconds with redoing songs.
    Full rebuff (with t/n)

    Around here is the 10 minute warning. We've been in for 20 minutes, and almost half of it is just rebuffing.
    Lock T/N, so you can use them. If you wait a bit at the starting chamber, you should be close to ready after the T2 Ironclad. Tbh though, we've had similar pace for our group.

  16. #1116
    Sea Torques
    Join Date
    Sep 2009
    Posts
    534
    BG Level
    5

    Quote Originally Posted by Ihina View Post
    I'm going through the log right now,

    55:29 cor1 fighter
    55:32 cor2 chaos
    55:53 cor2 fighter
    56:23 cor1 chaos
    56:59 cor2 sam
    57:22 cor1 sam
    57:50 cor2 rogue
    58:18 cor1 rogue
    59:23 brd pt1
    59:57 brd pt2
    00:11 finish buff

    That's usually a full buff cycle. We switch out rogue's roll for hunter's for wave2/3.

    Normally, we full buff in the waiting room.
    Go in, kill wave1 in about 4.5 minutes
    Full rebuff. (without t/n since it won't be up yet)
    Kill ironclad and mantis from wave2.
    Re-sing madx2 minx2 (without t/n)
    Kill Harpeia and Naraka; wave2 takes 6 minutes 16 seconds with redoing songs.
    Full rebuff (with t/n)

    Around here is the 10 minute warning. We've been in for 20 minutes, and almost half of it is just rebuffing.
    The main difference between that and our Muls(keep in mind we started like that as well, takes time to get used to) is that we buff on the go. Meaning, If rolls are close to wearing off, or songs/rolls got dispelled, they are being reapplied while we fight. The only time we rebuff fully is before Gallu/Botulus waves, but don't wait for every single little buff to be on, try to do it fast and don't go for epeen roll #s. We get to the 10 minute mark usually after wave3 that way, or shortly before the Gallu dies depending on Naraka stances.

    Edit: As a reference, our best run has been 3 Gallu and 3 Botulus(happened twice or 3 times now), whereas our worst has been I believe 2 Gallu and 1 Botulus, all using the RNG as 2nd party strategy.

  17. #1117
    Aja
    Aja is offline
    Relic Weapons
    Join Date
    Jul 2008
    Posts
    384
    BG Level
    4
    FFXI Server
    Asura

    Looking for Anni99 tp set for Legion. Haven't used RNG in Legion yet, not sure if I need to use more Racc gear instead of STP things. Also, Coronach and Last Stand sets just to compare would be nice.

  18. #1118
    Melee Summoner
    Join Date
    Oct 2012
    Posts
    38
    BG Level
    1
    FFXI Server
    Quetzalcoatl

    Yes you will be wanting more racc. Quick few good examples to use at the top my head:

    Arewe ring +1 (or the better one at higher lvl, doesn't tend to be on AH though) over Rajas ring
    Scout's Braccae +2 over Sylvan +2 legs
    Clearview earring over Vulcan/Flame pearl

    WS sets, more so Coro since it's a one-hit WS, can pretty much be kept the same as the standard sets.

  19. #1119
    Flowery Twats
    Join Date
    Jul 2008
    Posts
    3,583
    BG Level
    7

    Quote Originally Posted by Kenrusai View Post
    WS sets, more so Coro since it's a one-hit WS, can pretty much be kept the same as the standard sets.
    Do ranged WSs actually have the same native large accuracy boost that melee WSs receive on the first hit? Because I'm sure anyone who had to proc marksmanship as a COR in VW (before lvl cap rises etc) would agree it certainly doesn't feel like it.

  20. #1120
    Relic Horn
    Join Date
    Sep 2011
    Posts
    3,379
    BG Level
    7
    FFXI Server
    Leviathan

    Anecdote, but I can't imagine they're subject to the same increase. If they are, there's a very pointless, immense native racc penalty to counteract it.

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