This month has been quite a rough ride: people have been cramming for exams, the holidays are coming up, and many of us have plans for vacation and other Christmas activities. Since some of us will be absent for the next week or so, we won’t be having official Diorama matches with or against the JP during this time. I realize that we should enjoy our holidays while we still can, but we should also take advantage of this momentary ceasefire to formulate some strategies for our next game—to destroy and be done with them in our next game. For starters, I took the liberty of compiling charts of job coverage of both sides, NA and JP, for reference. Take them as you will, and feel free to correct me if I missed anything.
A Diorama match typically consists of three front line jobs with two back line. The three jobs that are almost always used are WAR, WHM, and RDM, leaving the other two positions for variations of front line jobs: SAM, DRK, MNK, RNG, and DRG. During our time on Siren, we practically played with the WAR-SAM-DRK setup every time. To me, that seems to be the most logical choice, as I would personally rank them the top front line jobs in 60 cap Ballista. However, Lakshmi tends to play games without WAR because perhaps only a few people are comfortable with it. Instead, they usually play with RNG, DRK, and MNK in the front line. However, a game without an accurate Provoke seems rather bland—or too chaotic for that matter.
RNG games are definitely not our style. Adding RNG is equivalent to adding another scorer on the field, as they can simultaneously attack and quarry—not to mention that having an Earth Staff equipped effectively grants them mage-like defense. In addition—and probably the most principal reason of our struggles in RNG games—their WS is practically a guaranteed hit. Very rarely would anyone see a Sidewinder or Slug Shot be evaded (out of range), and the only practical method of defeating it is with a correctly timed Third Eye, which is difficult for the most part. With that in mind, they can readily execute their WS after another DD’s, resulting in an almost assured kill (GB), whereas regular melee classes need to be much more cautious in this aspect.
We definitely need to set RNG aside for now. Previously and only recently, we realized that our top front line setup is with WAR, SAM, and MNK. That should be our main focus. Ever since we arrived on Lakshmi, these guys have dishing out their “top” players—left and right—so assuming our primary setup with the worst case scenario, which is also the most likely scenario, our opponents are Putio as WHM and Lilyrose as RDM, followed up by a rotation of the Galkas—Absolutezero, Apollonrng, Irvines, and Itanotonomi—on the front line. Of course, another likely scenario would be Valenty as WHM, Leban or Dirac as RDM, and Lilyrose as MNK. Regardless, those are the players who we will most likely play against. We’ve played against them several times before, and there were also many cases in which I suspected them to be popping rabbit pies. In other words, they may have been cheating, and I’m certain that most of us have played enough Ballsita to be able to differentiate a rabbit pie user from another. However, there’s no irrefutable way to restrict pies entirely; it’s simply a code of honor not to use them. There’s nothing that we can do about it.
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Field Advantage
Before delving deeper into strategy, we should have a review on taking advantage of the field. The entire Diorama zone is quite spacious, but the focus is only on the typical Ballsita area.
On the map, points A through F are rook locations while points X, Y, and Z are the estimated positions of a fully recovered player returning to the battlefield from camp. The typical “names” of the rooks are:
Rook A: {Herald}
Rook B: NW or fences
Rook C: {Middle}?
Rook D: {river}
Rook E: {outside}{hole} or outside tunnel
Rook F: {hole} or tunnel
We also know that rooks move every third hour of the game with a total of eight rook movements. By approximately one game day being equivalent to one hour (60 minutes) in reality [for simplicity], the rook should change locations every seven and a half minutes. Each Diorama game is 20 minutes in duration, so there should be either three or four rooks in a single game, depending on the start time. We should be aware of the in-game time during matches to prepare for rook advancements. Although I find myself guilty of phasing out or losing focus in many Ballista matches, keeping track of the time (and consequently the rooks) is key in claiming victory.
Going back to the map, in terms of distance, it seems as though Rooks A, B, and D are in favor of Griffons, E and F in favor of Wyverns, and C neutral. The JP have strictly placed us on the Wyvern’s team almost every time without question perhaps for the rook advantage—who knows? We should assume the Wyvern’s side for the purpose of this discussion. When the rook isn’t in our favor, it would be best to try to lead the battle closer to our camp. Even small distances can make a huge difference. Many of the greatest scoring opportunities come when the rooks are in our favor (E or F). While the rooks are in these positions, killing one opponent delays him by over a minute; it takes him a minute or two to return to the battlefield from camp. In essence, take advantage of these favorable rooks to score.
Rook D (river) definitely gives the JP the greatest advantage because of the jagged ramp that we (Wyverns) need to bypass in order to reach it, whereas they (Griffons) can return to the battle from camp in an instant. While the rook is in this position, the primary combat zone is located on the side of their camp, giving them a distinct advantage. It may be in our favor if we bring the battle to higher grounds. That way, mages can cast on targets that are at lower elevations while being on the highest ground, avoiding direct melee attacks. If they were to be attacked, the enemy would need to move around that zigzag to reach them. Although this may not seem all too effective, delaying the enemy, even in the slightest, is always to our benefit.
Rook D is located across the river, and job abilities, such as Provoke, may not have enough range to stop the enemy from scoring while being on the opposite side of the rook. However, ranged weapons can. I realize that I’ve ridiculed Yiri’s Pebble MNK several times, but it actually works in this scenario. Perhaps for MNK, trading Bibiki Seashell (VIT+4) for a ranged ability may seem like a bit of a stretch, but the opportunity cost is worth the exchange. It’s either VIT+4 while risking the opponent scoring 5 petras or an effective ability to interrupt scoring. With that said, it may be a good idea for our SAMs to use Lamian Kamans over Lightning Bows for faster attack speed to prevent enemies from scoring. The choice ultimately the user’s, but it’s either DEX+3 while risking the opponent scoring 5 petras or an effective ability to interrupt scoring. Usage of ranged attacks to interrupt scoring applies to any rook, not just this one. Delay the enemy’s scoring until reinforcements come and slowly move in to “finish the job.”
While still talking about the river rook’s region, let’s return to the topic of delaying the enemy. If anyone of us are on the verge of life or death near the river, take a dive and go for a swim. With taking only a few steps down into the water, the melee can be delayed several folds if they follow up with the kill. Should you survive and need to get back up yourself, there are two ramps that lead back to the battlefield. The left is smooth sailing, but the right may be a bit of a struggle.
Tilting the camera angle may help, and of course, switching to first person view, as well. It may depend on the game console or computer’s capabilities, so do whatever works best. Taking the left ramp is definitely safer if you’re afraid of having trouble and wasting time getting up the right.
In the case where two of our members die, the front line job(s) should make use of the fences to stall for time and delay the enemy until reinforcements come (if the rook or combat zone is located in that general area). In terms of Rook C (middle), it is almost always better to score behind the fence. That way, front line jobs—such as WAR, SAM, RNG, DRG, or MNK—would need to walk around in order to interrupt the scoring process due to them being unable to “see the target” with their abilities. This means that only magic (DRK, PLD, RDM, WHM) can be used to interrupt scoring while being on the opposite side of the fence. Since our focused setup doesn’t involve DRK, the only two jobs capable of interrupting scoring across the fence are RDM and WHM, forcing the enemy front line to walk around the fence to attack the scorer. Moreover, the combat zone is typically on the same side as the rook, so all the better for sneaking behind the fence to score. Again, every bit of time delay counts.
EDIT: Actually, I take back what I said. Job abilities like Provoke can go through the fence, so it’s only a barrier for melee and ranged attacks.
Although this isn’t related to taking advantage of the field, I should touch the topic of Third Eye before I forget. Third Eye is a dangerous technique. Falling victim to someone who has strong command with this ability can lead to devastating losses. From my experience, there are three typical scenarios for anticipating weaponskills with Third Eye:
1) After taking one regular hit
2) After taking one WS
3) After running [and stopping]
In the first scenario, the opponent (with full TP) may be switching target to you and require the first hit to ensure that you’re aligned for the upcoming WS. After the first hit, there’s a chance of a WS. Third Eye. Or the opponent may have ~90% TP a require one more hit to execute a WS. Same deal: after the first hit, there’s a chance of a WS. Third Eye.
The second scenario is quite obvious, as well. If two opponents are on you, both of them may have already built enough TP to WS in unison. After eating damage from the first WS, a second WS may be coming up. Third Eye.
Finally, in the third scenario, the opponent may already have enough TP to WS, but you’re moving around too much for him to unleash it with a high success rate. As soon as you use a job ability, cast a spell, quarry, or anything that forces you to stop, a WS may follow. This becomes increasingly obvious if you sprint and the opponent continues to chase you with his own sprint. If this is the case, your “stopping” ability should be Third Eye to “anticipate” the WS. Watch out for the first hit, though, as it would rid of your Third Eye, [almost] guaranteeing weaponskill’s hit.
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Strategic Advantage
Throughout our many Diorama games on both Lakshmi and Siren, I’ve pinpointed several differences between the players on both servers. The two most distinct differences between Lakshmi and Siren are:
1) Lakshmi RDMs devote almost all of their MP to healing
2) Lakshmi front line jobs are very patient—perhaps even unnecessarily patient
Assuming that the average weaponskill deals 400 damage, one Cure IV or 88 MP essentially neutralizes it. That’s all it takes. Lakshmi RDMs use a strict MP build for cure bombs. On Siren, RDMs tend to reserve their MP for emergency cures while spending most of it on enfeebling magic. There are the occasional Firagas or Aerogas to finish off a target with already low HP, though—similar to a WHM’s Holy. Siren RDMs leave most of the healing to the WHM; however, Lakshmi RDMs act almost entirely as a WHM. Even if a melee receives damage from a WS at full HP, the RDM would instantaneously begin casting Cure IV. If that melee is taken to roughly 50% of his full HP, both the WHM and RDM cast Cure IV on him—almost immediately. Perhaps this is because they suspect another WS to follow.
On Lakshmi, the mages’ spell casting decisions are directly connected to the front line jobs’ extreme patience. By patience, I mean that they’re willing to wait for all three DDs to have sufficient TP to execute a WS before doing their own in order to guarantee a kill. This is the regular fighting style on Lakshmi. They take no chances at wasting a WS. If they were to execute a WS, it better ensure a kill. Because of this style, the mages instinctively expect one WS to follow another. However, on Siren, executing WSs even with a 15 second delay between them can grant GB through the simple use of Provoke. Once the WHM (main healer) was provoked, killing a DD was generally no sweat, as the RDM concentrated on enfeebles and conserved MP. That was the case on Siren anyway.
Cure bombing is a problem, especially if the enemy’s front line consists of three Galkas. Playing with WAR, SAM, and MNK as the melees, the typical target would be the WAR. Let’s begin by assuming that he has 1600 HP, topped with a Black Curry Bun and Defender. The average weaponskill would deal roughly 300 damage. By these assumptions, even eating damage from three weaponskills, he would only receive 900 damage. This means that we would need to bring his HP down to a little over 50% to have a chance of kill him—in which case is difficult with cure bombs blasting away. We’ve experienced fighting against this sort of “invincibility” before due to both the WHM and RDM launching barrages of cures. If only one mage was curing, this wouldn’t be too big of an issue, so let’s work around that: kill the source.
It’s always easier to kill the WHM than the RDM due to the RDM having Phalanx. The two WHMs who we usually face off against are Valenty and Putio. Given that the RDM is Lilyrose, the WHM will probably be Putio. On the other hand, if the RDM is Dirac, the WHM would be Valenty. I say this because I don’t recall Lilyrose playing with Valenty. It seems as though he strictly plays with Putio in the mage department. I must say, though, that those two have some chemistry going on. I refer to them as the Paralyze Twins, since they literally cast Paralyze with seemingly no end. Although Valenty’s WHM isn’t that much harder to kill, fighting against Putio’s WHM would probably be the better scenario. He is a Tarutaru after all.
On the diagram, green and blue represent attacking, red Provoke, and yellow cures. Let’s assume that we’re against Absolutezero (WAR), Irvinez (SAM), Apollonrng (MNK), Putio (WHM), and Lilyrose (RDM). With the WAR, SAM, and MNK setup, WAR would probably be the main target on both sides. If this is the case, then the SAM should try to provoke Absolutezero in an attempt to spread (or neutralize; third eye) the damage. MNK is the key element here, I believe. The MNK would be attacking and Provoking Putio in attempts to prevent him from curing himself, as well as his team. Eventually, Stoneskin will be broken. Stripping the WHM of his Stoneskin allows all of our DDs to gank him, but only after at least one DD acquires enough TP to WS. I personally believe that is enough. If Putio’s Stoneskin is taken down, the WAR and SAM could also switch targets to him and get a hit or two. Remember that we need to play a mind game, too. Doing this scares the WHM, RDM, and WAR. When Absolutezero sees any of us attack Putio, he would be more inclined to provoke a front line job (probably WAR) rather than a mage in hopes to save his team’s healer. Doing this also forces Lilyrose’s attention to curing Putio.
When we feel like we’re ready to finish off the WHM, we move in for the kill. The MNK should be the main announcer for this event. Constantly hitting Putio, MNK can see his HP at all times, as well as his Stoneskin status and Flash recast. Putio should cure himself when he’s at roughly 70% HP. I would consider this a good time to go in for the kill. MNK and SAM should provoke Putio while WAR does the same to Lilyrose. If the MNK and SAM fail to land Provoke on Putio, then constantly hitting him would yield a high chance of spell interruption anyway. That way, we hinder their healing almost completely. Even if Absolutezero manages to provoke one of our DDs, if two of us have enough TP to WS, Putio is as good as dead anyway, especially if followed by a Holy. Assuming that Putio has 1000 HP and that each WS deals 300 damage, attacking him at roughly 70% HP—or even 80%—and with his Flash already used would be ideal. Situations which we won’t be able to execute this plan successfully include (1) more than one of our DDs get provoked, (2) one gets provoked with another being Flashed, (3) one of our DDs die, (4) Putio uses Benediction, or (5) Putio uses a Carnal Incense.
We haven’t quite tried this before, so there’s no guarantee that it would work. However, I strongly believe that it will. They’re too “patient,” which means that they won’t execute their WS until at least two of their DDs are ready—and in many cases, they wait for all three. By “ready,” I don’t mean 90%; I mean 100%+. This will be our advantage. We’re fast. We’re fast at gaining TP, switching targets, and executing our WSs. I’ve always noticed that we execute our weaponskills much earlier than they do, so if we take out Putio, we can move on to chipping away the DDs. After Putio dies, the best target would be Irvinez (SAM), as long as our MNK stays on him to rid of Third Eye. If not, WAR would be a good target, as well. Our starts have always been magnificent—even against Siren players. We just need to maintain that lead.
We have to kill Putio as soon as he pops. Given the case where Putio dies, we’re working on Absolutezero, Putio returns to the combat zone, and Absolutezero is still alive, switch targets to Putio. Kill him. Get rid of him. I don’t want to see that guy alive in Ballista again. Just kill him. This would eventually deplete Lilyrose’s MP. If I’m on WAR, I’ll try my best to count his MP. If I suspect a Convert drawing near, I’ll hold my Provokes for a bit, and as soon as I see that Convert, he’s as good as dead. If we successfully kill Lilyrose after Putio’s consecutive deaths, it’s checkmate. Keep note that Lilyrose’s RDM has about 800 MP. If someone would like to count along with me, that would be great.
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Most importantly, keep in mind that this isn’t a strict procedure but rather a general guideline. In actual play, there are too many changing variables to account for, so I respect everyone’s decision making in response to the current situation on the battlefield.
This tactical forecast—which wasn’t really too “tactical” and not much of a “forecast” either—was brought to you by Yours Truly. Hope you enjoyed it. You better enjoyed and read every last word of it. Let’s win the next one.