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  1. #601
    A. Body
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    Quote Originally Posted by Kujah2010 View Post
    Our lead PLD solo kites all mobs in waves 1 and 2 in Mul, he uses a different path for each wave though, and as I'm normally on DD I couldn't tell you his sets or paths im afraid at the moment, I shall ask though if you want?

    If you don't mind. Most PLDs are so god aweful at this game, and I do this with PUGs, so I'd like to atleast know how picky to be.

  2. #602
    New Spam Forum
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    Ok, our main PLD runs in with -50% PDT + Aegis + Wlegs on, and just runs for his life. In terms of kite paths uses the farthest 2 Pads/Pillars to kite and just repeatedly loops around. In over 6 Mul runs he has never died, nor ever needed any assistance really. Swaps in MDT if thinks hes going to be nailed by a spell. Hope this helps!

  3. #603
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    Reporting back as promised. Did 2x runs with my above setup. First run killed 2 mobs from wave 2. 2nd run only had Paramount Harpeia left from wave 2. Random stun resists really screw with you head, especially on the terrible moves. Had a fluke resist on Eradicator on Paramount ironclad which pretty much ended everyone. Some resists on death prophet too. Otherwise mobs were hugely manageable to be honest. The odd rogue TP move never did enough to kill normally, strat is very much feasible, just need epic amounts of macc on stuns. We used 3 SCH/BLM in full macc sets our timers were around 10s each. Main problem we ran into was running out of Alacrity, boosting recast times up to around 17s, this cost us a few TP moves. Thoughts?

  4. #604
    Old Odin
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    Quote Originally Posted by Kujah2010 View Post
    Reporting back as promised. Did 2x runs with my above setup. First run killed 2 mobs from wave 2. 2nd run only had Paramount Harpeia left from wave 2. Random stun resists really screw with you head, especially on the terrible moves. Had a fluke resist on Eradicator on Paramount ironclad which pretty much ended everyone. Some resists on death prophet too. Otherwise mobs were hugely manageable to be honest. The odd rogue TP move never did enough to kill normally, strat is very much feasible, just need epic amounts of macc on stuns. We used 3 SCH/BLM in full macc sets our timers were around 10s each. Main problem we ran into was running out of Alacrity, boosting recast times up to around 17s, this cost us a few TP moves. Thoughts?
    i as silly as it sounds for most people on BG: Thunder m.acc magian trial staffs work wonders. While not many people are a fan of .macc staffs i have gotten myself 2 different (earth and darkness) and they are very potent to stick stuff. Especially since the recent update. + they have -12% recast on them.

  5. #605
    Champion of the House of Weave
    Sweaty Dick Punching Enthusiast

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    Quote Originally Posted by Kujah2010 View Post
    Our plan for Mul tomorrow night is to try a setup of:

    DD DD DD BRD COR WHM
    DD DD THF BRD COR WHM
    PLD PLD SCH SCH SCH SMN

    Will be stun locking NMs, plan on TPing in PDT and using Bio2 + Tidal roar on all mobs for -35% attack down, paired with PDT should see a significant reduction in damage taken, along with stuns people should be cured quickly enough before they take any more damage.

    Will report back tomorrow night!
    Perfect Defense is miles better than worrying about lowering their attack. According to our forum, this is the setup we use (looks right though from what I remember):

    Hall of Mul:
    SMN, SMN, SMN, SMN, SMN, COR
    DD, DD, DD, DD, DD, WHM,
    SCH, SCH, PLD, BRD, COR, COR

    Did 2 runs on Saturday. First run had a couple issues but they were fixed for the 2nd run and we ended up with this result:

    Spoiler: show


    We timed out on Botulus at 50%.

    -Shock Squall is very good for stuns. We set up an order for the Smns to stun and it paid off.

    -You only need 1 Pld and 1 Healer to hold the mobs you aren't currently fighting. I don't think our Pld had any issues staying alive. Just have them aggro the mobs and hold them without taking any actions. We then used Cors to pull them back to camp as needed.

    I imagine Jim and/or Warden will post at some point, but there's some info for now about the strategy we use.

  6. #606
    Relic Horn
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    I already told Kujah about this staff but since he barely have time doing anything but events it will be hard to make it for him probably.

  7. #607
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    Quote Originally Posted by Tomiko View Post
    Perfect Defense is miles better than worrying about lowering their attack. According to our forum, this is the setup we use (looks right though from what I remember):

    Hall of Mul:
    SMN, SMN, SMN, SMN, SMN, COR
    DD, DD, DD, DD, DD, WHM,
    SCH, SCH, PLD, BRD, COR, COR

    Did 2 runs on Saturday. First run had a couple issues but they were fixed for the 2nd run and we ended up with this result:

    Spoiler: show


    We timed out on Botulus at 50%.

    -Shock Squall is very good for stuns. We set up an order for the Smns to stun and it paid off.

    -You only need 1 Pld and 1 Healer to hold the mobs you aren't currently fighting. I don't think our Pld had any issues staying alive. Just have them aggro the mobs and hold them without taking any actions. We then used Cors to pull them back to camp as needed.

    I imagine Jim and/or Warden will post at some point, but there's some info for now about the strategy we use.
    We're more looking into a strategy that doesn't revolve around a COR reset, and will be nearer a 100% win rate...and has TH! There are certain luck factors always with a PD setup. 1) If either of the Narakas are in the -PDT stance, you'll get fucked after 90s. 2) If the Paramount Ironclad decides to ballistic kick your SCHs you're pretty much done. 3) No COR reset means done aswell, or relying very heavily on smn stuns, which I believe, due to mobs constantly doing amnesia moves, is very unreliable.

    With our strat, there is no pt swapping, 1 mob is pulled when other is at 5%, backup embravas for rogue deaths, not limited to 90s to kill mobs, 1 extra DD even speeds up kills, with 6/6 DDs alive we were tearing through them. No wild card required. As I said the only thing that lost us runs were 100% random resists, and all 3 SCH including myself have now beefed up our stun sets to avoid this, and BRDs in our group will now be pulling with Lightning Threnody, which should stamp out any resists, meaning 100% of tps and spells stunned.

  8. #608
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    Quote Originally Posted by Kujah2010 View Post
    and all 3 SCH including myself have now beefed up our stun sets to avoid this, and BRDs in our group will now be pulling with Lightning Threnody, which should stamp out any resists, meaning 100% of tps and spells stunned.
    I see a lot of people talking about Stun sets, especially recently with the importance of (unresisted) stun in Legion. I talked about this a while back, but nobody really paid any attention to it, so I'm bringing it back up now. Apamajas II (lightning accuracy affinity magians staff) is absolutely huge for Stun, and it does not take nearly as long as one might think to finish it. I was able to take it to completion in less than two weeks with no assistance, likely about 20-25 hours of game time total unless you have bad luck finding weather for the earliest trials. If you have a few people who want to do it together, I imagine you can bang out all of the trials in less than 10 hours of game time total. It's a massive boost to accuracy, far more than Jupiter's(/Chatoyant) Staff (more than double), and the -14% recast time is also huge. Highly, highly recommended for anyone serious about building a Stun set. It's by a *very* significant margin the single most important piece you can add to a Stun set for all of the mage jobs that can equip it.

  9. #609
    Relic Horn
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    @kuj:

    Make a 1 Day LS event of EVERYONE GET THE FUCK thunder MACC Staff. Shit will be over in 1 evening easy.

  10. #610
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    It's already in the works for friday night Tyche! Got another Mul pop to do tomorrow, going to continue pushing our current strat and see how far we can take it.

  11. #611
    I think FFXI should be Free-2-Play
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    Quote Originally Posted by Kujah2010 View Post
    Reporting back as promised. Did 2x runs with my above setup. First run killed 2 mobs from wave 2. 2nd run only had Paramount Harpeia left from wave 2. Random stun resists really screw with you head, especially on the terrible moves. Had a fluke resist on Eradicator on Paramount ironclad which pretty much ended everyone. Some resists on death prophet too. Otherwise mobs were hugely manageable to be honest. The odd rogue TP move never did enough to kill normally, strat is very much feasible, just need epic amounts of macc on stuns. We used 3 SCH/BLM in full macc sets our timers were around 10s each. Main problem we ran into was running out of Alacrity, boosting recast times up to around 17s, this cost us a few TP moves. Thoughts?

    Did you ask your COR to use fast cast(for alacrity down)+macc roll?

  12. #612
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    Quote Originally Posted by Viar View Post
    Did you ask your COR to use fast cast+macc roll?
    Never considered that, we had permanent hastega from the SMN, didnt want to trouble the CORs with too much PT swapping though.

  13. #613
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    Just finished up doing some testing, looking for someone to math something real quick if possible! Under Embrava + Haste + Marches, in a fast cast set and no alacrity I got my stun recast to 14s. (Im assuming using magian macc staff will out weigh the skill/macc im dropping in place of fast cast, if this is not the case please say!) Does anyone know how much lower my recast will go with the -12% from magian staff??

  14. #614
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    Quote Originally Posted by Kujah2010 View Post
    Just finished up doing some testing, looking for someone to math something real quick if possible! Under Embrava + Haste + Marches, in a fast cast set and no alacrity I got my stun recast to 14s. (Im assuming using magian macc staff will out weigh the skill/macc im dropping in place of fast cast, if this is not the case please say!) Does anyone know how much lower my recast will go with the -12% from magian staff??
    Magians staff is -14% at 99. How much combined magic accuracy/dark magic skill (INT affects indirectly also if you are trading off a significant amount) are you trading off for the magians staff? The theoretical difference between Apamajas II and Jupiter's/Chatoyant Staff in terms of magic accuracy should be approximately equivalent to +40 magic accuracy. I say theoretical because I have never seen anyone do testing to prove that the difference between magians accuracy staves and HQ elemental staves in terms of magic accuracy is proportional to the difference between magians damage staves and HQ elemental staves for damage, but I think it's safe to assume that they are the same proportions.

  15. #615
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    In Fast Cast set: INT=102+55 Skill = 411; In Skill set: INT=102+17 Skill = 469; Macc amounts are unchanged aside from the amounts lost from skill.


    Fast Cast set will use Apamajas II, Skill set uses Chatoyant.

  16. #616

    Quote Originally Posted by Slycer View Post
    Magians staff is -14% at 99. How much combined magic accuracy/dark magic skill (INT affects indirectly also if you are trading off a significant amount) are you trading off for the magians staff? The theoretical difference between Apamajas II and Jupiter's/Chatoyant Staff in terms of magic accuracy should be approximately equivalent to +40 magic accuracy. I say theoretical because I have never seen anyone do testing to prove that the difference between magians accuracy staves and HQ elemental staves in terms of magic accuracy is proportional to the difference between magians damage staves and HQ elemental staves for damage, but I think it's safe to assume that they are the same proportions.
    It's been known and tested for several years now. Also generally speaking stacking int is shit.

  17. #617
    Ridill
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    How exactly has something that has been out for only 2.5 years (that's just counting the 75 versions) been known and tested for several years?

  18. #618
    Sea Torques
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    2.5 = 7+ in French.

  19. #619
    Cerberus
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    Quote Originally Posted by Slycer View Post
    Magians staff is -14% at 99. How much combined magic accuracy/dark magic skill (INT affects indirectly also if you are trading off a significant amount) are you trading off for the magians staff? The theoretical difference between Apamajas II and Jupiter's/Chatoyant Staff in terms of magic accuracy should be approximately equivalent to +40 magic accuracy. I say theoretical because I have never seen anyone do testing to prove that the difference between magians accuracy staves and HQ elemental staves in terms of magic accuracy is proportional to the difference between magians damage staves and HQ elemental staves for damage, but I think it's safe to assume that they are the same proportions.
    Because out of all of this ^

    Pchan only managed to see this!

    I have never seen any testing on HQ Elemental Staves!

  20. #620

    Quote Originally Posted by dasva View Post
    How exactly has something that has been out for only 2.5 years (that's just counting the 75 versions) been known and tested for several years?
    The amount of macc given by magian staves has been tested out the moment after the first ones were released, which last I checked, were @ level 75. You would know if you did not grew up in abyssea.

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