Will Discoid damage reduced to shit by Aegis? I"m pretty sure yes, but would rather be sure.
Shell does, so I'd say yes; never subjected mine to Discoid, though. Can test on Asschair out in Grauberg (A) without wasting a permit.
Haven't played for like 7 months, so a little out of touch.
What's the lowest reasonable non-pet based strategy/pt setup for Umargrhk and Arch-Ultima?
Is there any particular reason why I couldn't just PD/Embrava zerg either of them with six? Would I need Twilight Scythes to zerg Ultima cause of shield? Or are they best fought conventionally?
Umargrhk is doable as SCH + 2 DD's, anything extra is a bonus and you're better off taking extra now since you get bonus Marks for entering with 6. You would be extremely hard pushed to fail him with 6. He doesn't hit hard or quickly and only has 1 dangerous move really. Your healer will probably just get annoyed at the constant status removals required.
Can't help with Arch-Ultima as never personally done it.
Does higher healing magic skill increase the chance for cursna to work?
Don't think anyone has tested it extensively but I seem to get better rate on my main then my mule with little skill. But some people say no difference so take it with a grain of salt
Just want to check on this that buffs from TP bonus from atma's stack with Hagakure buff.
Metal Chip zones you can farm and kill everything with time to spare, apollyon the bosses sit too far back to avatar pull them but you can pull the actual mobs 1 at a time anyway. Temenos you can just go straight to the flower, sleepga and kill the NM.
Omega is easier of the 2 bosses, SCH BRD 2DD will take it down in under 10mins easily, faster if one or both of the DDs has a good way of dealing magic damage for first 25% (formless strikes, twilight scythe, Murasamemaru). Just be sure to have third eye and pdt gear up for pods and take them down fast.
Ultima uses same setup, a good hybrid pdt set makes a big difference and you're better off just meleeing in a good hybrid set since its tp moves can do decent damage. Get shell back up on everyone after each dissapation and when you put it to citadel siege both melees should start running asap (ja zero is probably the difference between not dying ever and potentially getting locked down). Citadel buster isn't much of a threat with shell up and some mdt gear but it does seem to randomly do it on mages.
Probably safest to assume Healing skill functions like MACC with the Doom gets its MEVA value based on the level of the mob plus whatever bonuses the skill applying offers. So, if a WHM could get 500 skill, it'd still be possible for the Doom to have 700+ MEVA depending on how much SE wants you to die. This'll basically leave a potential floor rate (20%?) where gear that specifically mentions Cursna may get added after those checks. Holy Water probably behaves like you're a WHM of your current level with capped skill, no gear bonuses.
Ultimately, the type of Doom is the wildcard here, but I think SE is deliberate in making it so 33% chances of removal or higher are next to impossible on content they want to be challenging. Real choice is probably whether or not gearing haste/fast cast is more prudent for more (likely floored) cursna attempts.
I'm starting to get into VW and most of the time I'm playing sam. Which atmacites should I be focusing on upgrading? I've already cleared all the cities and have access to all those base atmacites.
Could a mediocre SMN (basically just -BPD gear and a meh skill set, although my summoning skill is capped) kill the T2 avatars in the Heroes zones?
Do you have good atmas?
I have most atmas, including Ducal Guard, Miniken Monstrosity, and Future Fabulous/various Regen atmas.
Unrelated question. If I were to start a WHM mule and get it to level 10, where would be a good place to GoV it to 30, and would I be able to do it on a relatively gimp NIN? Evasion is capped for MNK 99, but I figured I could skill Katana at the same time if I were to do it.
Can just grind out GoV in the tunnels adjacent to Bastok there. Assuming people aren't being dicks about partying, it should go fairly smoothly despite mixed mob requirements.
I'm a fan of Outer Horutoto Ruins, page 8. Get Sneak/Invis from the book, have the 99 open the door or cancel invis when you get it it, go all the way to the back where there are single bats and slimes, plant the lowbie in the south part of the bat room. Only the slimes aggro, nothing links, lots of EXP per page, and you might be able to score a Fishing Torque while you're at it.