I think the fastest you can clear any Hamlet is like 18-19mins. Cant clear any faster because of waves coming in late but most should run 20-21 mins.
So am I understanding this correctly, 10 light kidney ores would yield me 1k points, but if I did a single crafted item I'd also get 1k points, 10k for hqs? That seems very intense and a huge shot to the wallet. To get in the top three on my server, its best to shoot for 3m, and if I did my math right 45m gil, with a rate of 1.5k gil per ore. Uhg I hope I am wrong!
You're not wrong. Top 3 is prohibitively expensive for the average person unless you can make/gather your own items, at which point it's still really time consuming unless you have outside help.
Ores might not be the cheapest option though, check militia longboots.
A lot of groups funnel items into one person at a time as well, so some of those 3m scores you're seeing are from a full PT/LS working together on it.
Kill raptors, sell nq hides, buy hq hides. Keep sinew hq. chop resins. Craft thighboots. Get 3 stacks. Play the ebay game to aim for no2 n 3. Keep it 1m per area max wait for perfect opportunity. Dont be stupid hoping last min 1m point will win.
That waS how i got my top 3s 3 weeks ago tho.... 1m or so nets top 3 on weekday non jp primetime. Recently it gets to 3-4m top3. Shit went crazy for 3 seals
At first i thought I'd do the same, but then I started joining JP groups where you declare 1 item you want and if it drops to you, you get it (or if it drops to a person who doesn't want, folks random for it). I'm pretty much guaranteed at least 1 seal per party. Went from 0 to 5 seals in a little over 2 days.
Thats a pretty lucky streak if I do say so myself. I've done several runs where we'd go 0/8 on seal drops. 91 total Ham runs and only 1 seal to show for it.
As mentioned above, there is a hard cap on how fast you can possibly finish, since the last wave appears at ~13:45 remaining, and depending on whether or not you have a provisioner, you might need to go through a few extra hoops to break 60k. With 2 decent BLMs (tested in all three hamlets now) we finish in about 20 minutes. We tried 2 DRGs but it was murder on the WHM's mp. 1 BLM and 1 DRG is a pretty good combination, but you still occasionally run into the issue of positionals getting ruined by DoHs/DoLs/the BLM.
We think DRGs have a higher damage ceiling than BLMs due to the lack of MP restriction, but the execution ceiling is commensurately much higher, and you have to be really good at dealing with semi-random mob movements. Also, you just flat-out tend to take more damage, especially if you're playing aggressively.
What's the DoH/DoL rotations look like when doing 2/2? ATK/DEF for DoH, Red>Blue>Red>Red>Red>etc until boss, then cycle Red>Enmity?
Generally my teams cycle Red > Blue > Red > Blue, then all Red until the last unique is dead, then cycle them again, load up Enmity reset and pop it when Zombie Mage is dead.
For DoLs we have 1 on defense with fast crafting abilities and 2 on attack. If two then they cycle and/or communicate with one another who is running around with mobs to keep both buffs up.
I've seen probably around 4 variations of the basic setup, and to be honest, none were significantly better or worse than the others. If 2 DoH, we'd do attack only, trying to space it out as much as possible to make sure it didn't drop. With three DoH, it'd be 2 spamming attack, a 3rd defense, then 2 of them rotating the ENM breaks. I can do DoL myself, usually without problem, but sometimes that can turn ugly.
Usual DoL rotation is Red>Blue>RedRedRed, just like you said above. I don't usually track the timers, so I'm not 100% sure, but some folks know where it's safe to sneak in a second blue at some point during the hamlet. At Hrystmill, it's pretty much right off the top. Personally I prefer doing resets with DoL.. it just feels a little better and has a smoother flow. There seems to be less chance of having bad luck screw you up.
Our ls doesn't bother doing emnity resets. (except once for point when zombie mage spawns.) We simply let the beastmen go for the depot, and protect that instead, with one whm eventually going to cure archers again and backing up main whm when needed. gotta keep attack buff on archers though, and keep red potions up. as nonfighters turn items in, the mobs peel off to attack them, then get torn up by archers, which makes whms job easier. Other than the initial rush it's quite easy, and there's no need to worry about timing on emnity resets. It makes the tanks job far easier too, since the boss will only lose hate once a minute after he shows up, then again a minute after you cycle emnity reset at zombie mage.
Using this strat we've gotten 50-60k runs easy, and the only time it ever fails is if someone accidently kills one of the special mobs. it's quite simple for new people too, since DoH just alternate attack potions the entire time till zombie, DoH do red > blue > etc for fight till zombie, whms do their thing, and kiter does his.
Yeah that's how we do it. We only enmity reset the after zombie mage just so boss comes towards the tank standing in the middle of all the archers. It's also extra points.
When I do hamlet with my LS we always have DoL/DoH (usually 2 of each) spam nothing but -ATK/+ATK constantly overlapping and I was told that the effects stack upon repetition. Is this true?
I'm on DoL/H all the time and I filter out damage so I can't gauge the effects at work but considering how effective it seems to be I didn't really question it (the NPCs make short work of anything/everything and they all survive 99% of the time). Doing it that way I think the lowest score we ever got was like 57k.
I only ask because I don't think I've seen it mentioned before.
Er.....kinda.
If people are on and not afk and actually enthusiastic enough the stars align and there's an eclipse etc.