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  1. #3461
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    Quote Originally Posted by Idkmybffjill View Post
    No idea what LS was talking about in terms of message.
    I didn't even notice a message until the LS started talking about it, I might go through my logger at some point and see if we have gotten it on a previous run but this was it

    [02:18:40]=== Area: Cirdas Caverns [U] ===
    [02:18:48]You have 45 minutes (Earth time) to complete the battle.
    [02:18:48]Sigridr casts Stoneskin.
    [02:18:48]Sigridr gains the effect of Stoneskin.
    [02:18:48]Your ears pick up a subtle mumbling sound.

  2. #3462
    Nidhogg
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    Concerning the sound on entry, in the .dats there's five (I think?) tiers of progressively louder noises. I can't find the post that had the text for Cirdas U, but it may be something thats not implemented yet, as I've only seen reports of the subtle mumbling sound. Could be tied to the Mithra NPC, maybe it upgrades as you turn in more sets of KIs to her. Though considering there's a full ten drop with 3/4 +2 lixirs in the pool, its hard to say what more it may do. Maybe since they load at the top of the list, they'd do something goofy like increase the number of lixirs further, and they just get auto sorted out.

  3. #3463
    Relic Horn
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    I've seen the mumbling message quite a few times when farming delve. It seems to increase the rate at which normal mobs repop, but as I've never killed anything but Matamata when it happened, I can't be sure if it does anything else.

  4. #3464
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    Ok so we tried a few practice runs, went pretty smooth doing 1,2,3 then onto 4 or 5. We did have a misshap where i think when we broke off of raptor and went to kill t1 some1 forgot to drop formless bcuz when we returned to raptor he was going apeshit. We technically should of killed him by then. Normally its 4min kills outside but we were doing 8-10min inside. Was either bcuz we were 1 mnk and geo less than normal or they are tougher inside. Any clue on that? Bcuz the other times when we didnt magic him on accident it was 8-10m. And also which leads me to switching the t1 holder our war to our drk so he can magic it. The drk in -pdt with a sch from another pt helping him stay alive. That way we dont have a f up and magic the raptor after t1 is dead.

    Need to get a few ppl on the same page but overall went well.

  5. #3465
    Sea Torques
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    Just have the SCH nuke the matamata to prime it.

  6. #3466
    Smells like Onions
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    I would like to ask some of you to read the following strategy for Tojil and give some feedback concerning what I forgot or should rewrite so it will be understood.

    On another note: At what % does he gain piecing/slashing/blunt weakness? Would like to add that in there as well. And should the DRG and WAR be switched?

    Spoiler: show

    MNK MNK DRK COR BRD WHM
    MNK MNK WAR COR BRD WHM
    SCH SCH GEO RDM PLD DRG

    Pre-enter: Everyone has to be able to speak and understand basic english. COR BRD and PT ldr will practice the rotation once or twice. Make suitable macros.
    Pro and Shell will be cast right before entering. Use RR items or cast it on yourself.
    PLD (and DRG) need a full twilight set. SCH will want Twilight cloak for Impact

    Once inside: Sch will cast Regen V on a PLD, he will scout for Nms beginning with main room and pulls them asap to the group, starting with eft/raptor, followed by matamata.
    Right after entering the brd/cor buff rotation starts (with N/T, following the first use no more N/T until boss) and should be about to finish once the first Nms are at the group.

    Matamata will be hold by the PLD, not engaged, while the rest of the group fights the Nms. PLD casts holy and/or banish everytime after a tp move until the 6th, melees start to gather then and by the time the matamata uses its 7th tp move all melees auto-attack the mata to death. (melee dmg! Not magic!). If at the time of the 6th tp move another NM is fought, it will be hold in -DT gear

    Eft will not be silenced (casting spells prevents it from using tp moves), but stunned (stun spam, no need to wait) and enfeebled, especially with Angon, Dia III + Light Shots, Geo-Eva Down/Geo-Def Down, addle + other enfeebles if they stick (no silence!). If it uses Geist Wall, reapply the important buffs, march/haste!

    Raptor will be enfeebled with Angon, Geo-Eva Down/Geo-Def Down + other enfeebles and no magic dmg is to be inflicted, that includes Dia III (the only NM you dont use it!!!!) SC, MNKs spam Shijin, WAR Upheavel as they dont SC with each other. DRK only uses Resolution if it safe and doesnt SC. Stun will be spammed.

    After these 3 fights in the starting room the PLD runs to the T4/T5 hallways, the whole group has to follow him, he'll aggro everything on his way and sac it somewhere safe. Melees will Provoke Peiste/Turtle, whatever comes first. If both should be in the same room, peiste is fought first, while turtle is kited by either the drg (once applying Angon to the Peiste) or the pld once he returns.

    Peiste has to be blinded and gravitied in addition to the def down buffs (once again: Angon, Dia III + Light Shots, Geo-Eva Down/Geo-Def Down). Stunners will focus on high ga/ja and Calcifying Mist/Aqua Fortis (you can chat log stun those). WHMs need to be ready to Paralyna and Stona, as well as Erase if no fight club. Of course mages have to take echo drops if they are silenced.

    Turtle will be enfeebled with the def down stuff (Angon, Dia III + Light Shots, Geo-Eva Down/Geo-Def Down). Sch stun TP moves. Melees zerk it asap. For this fight supporter wont rotate, so they can reapply buffs once Tortoise Song goes throught. If Harden Shell goes through it has to be dispelled, since he possesses hight Magic Evasion, Dispel/Finale has to be spammed until it succeeds.

    After the 5 Nms are down, pld will run to the narrow pathway right in front of the Tojil room, the whole group following him. Mobs which didnt deaggro will be fought by the group.
    At this point a new rotation is started, Soul Voice is used for that, and Pro/Shell will be reapplied. Embrava is to be used for all partys right before the PLD gets the sign to go.
    Tojil Pull: Pld runs into the room aggroing Tojil and the mobs around him and once the PLD got initial aggro, a melee provoke it off him. The melee pulls it back into the pathway, while the pld sacs the mobs somewhere else (do not run back through the pathway!!!).

    The MNKs use a mantra rotation starting now, they also use Formless Strikes and Hundred Fists (with af2+2 legs!). During the first 25% it is weak to magical dmg, thus the FS and HF.
    Other melees do their best to deal dmg (be quick!). Every 25% his weakness changes to either slashing/blunt/piercing.
    Of course at all times the def down enfeebles are to be applied and kept up!!! (Angon, Dia III + Light Shots, Geo-Eva Down/Geo-Def Down), once the first Angon wears the DRG will have to 1hr and use Jump (for the additional effect of Def Down).
    During the fight, whenever the first song or roll wears, the rotation will be restarted.

    RDM: will also apply other enfeebles, (silence from 50% and below) and most important dispel if he gets through a tp move and gains buffs

    SCH: will have to stun the Tp-Moves, use animation stun. Once he is at low hp, keep an eye out for meteor too. Cast Impact right after your turn to stun, do it with alacrity, parsimony and elementals seal (gotta be fast there), otherwise cast choke right after your stun.

    WHM: will obviously have to cure and -na/erase debuffs, dont slack, cure > everything else. Use Arise if you have to

    Melees: You need a PDT set (does not have to be optimal but should be 40%~) for TP moves and tanking, an ACC+ for even hitting it and a HP+ set if Lahar gets through and youre weakened.
    Otherwise youre there for dmg, (not you DRG, Angon it!). Take a supply of sole sushi +1 with you!
    And dont suck. MNKs reuse Hundred Fists if CORs Wild Card succeeds.

    GEO: Reapply your Luopans and support with cures/nas, you dont nuke

    PLD: if the group gets links, you sac them, otherwise flash or look good, HOWEVER: if a wipe occurs it will be your job to sac Tojil until the rest of the group recovers, do not let it recover hp! Obiously drop pt for that.

    WAR: Use Tomahawk while it is in piercing weak mode!!!

    BRD: Aside from rotation your job is to Haste The MNK and the DRK/DRG of your pt, as well as elegy/finale (not only during Tojil but alle the time). Use Soul Voice again if CORs Wild Card succeeds. It is your job to call out a new rotation, make sure the other brd listens, tell the alliance that youre doing it and determine a ig time when doing it!.
    Songs: March March Madrigal Madrigal Minuet Minuet at the very least, can be extended by Scherzo and/or Etudes if you have daud99. Songs wont change during the run.

    COR: Aside from rotation your job is to Light shot the dia III and Haste the other MNK (not only during Tojil but alle the time). Once the second MNK used Mantra, it is your Job to Wild Card the front lines (and possibly BRD), say so in pt chat. Do Random Deal at about 25%.
    Rogues Roll > Fighters Roll > Chaos Roll > Hunters Roll. Do not gamble, especially on Tojil, a busts w/o a way to remove them makes you a very bad cor!

    DRG: Angon + 1hr Jump is your main task, you will not be buffed and thus wont do dmg, you support the pld with sacing if you have to for whatever reason.

    All in all: Keep calm, use your head and dont stand around doing nothing as that will most likely lead to a time out or wipe.

  7. #3467
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    we have pld hold matamata with the rdm nuking

  8. #3468
    CoP Dynamis
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    On the run where we got the "subtle mumbling" message, it seemed like NMs were being extra spammy with TP moves. Eyeballing I guess, but it really seemed out of control.

  9. #3469
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    So is it worth switching our rag/breav drk which is 1 of our top 2 geared DD's in LS to Ochain pld? His pld is no slouch either with everything besides aegis? We'd only have him with a Zoro sword and a 99ukon/bloodbath war for slashing stage then. But almost seems like it might be the best option since our best mnk is a taru and tends to get 1 or 2 shotted by the raptor sometimes. And if held that could really speed up the raptor kill with Nox's dps finally being added in. Think i talked myself into bringing pld, which now could bring our drg into the dd pt for songs and rolls in piercing mode.
    We do have a ochain/aegis pld aswell but hes a top notch sch aswell, is aegis needed on tojil or is ochain better?

  10. #3470
    Melee Summoner
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    Doofus, do u bring rdm for silencing tojil? Or a different reason? We have a good rdm but hes thinking his sch would be more beneficial stunning and embrava than a few ES silences.

  11. #3471
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    we have a RDM and 2 sch, RDM is for silence, dispel, dia3, blind etc, rdm stuff. sch are the stunners.

    PLD doesn't fight tojil, he just pulls it, and if you arent going with a pld, post your job setup. as i said earlier a pld just adds a layer of safety and consistency.

    RDM isnt really a job you can replace, over the entire delve the dia3+ light shot, dispel on turtle, and blind on pieste plus the silence of tojil, you cant replace it

    also just noticed your ES silence, our rdm doesnt use ES until tojil is very low, with the right buffs and gear he should be able to land it easily

  12. #3472
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    Quote Originally Posted by Doofus View Post
    we have a RDM and 2 sch, RDM is for silence, dispel, dia3, blind etc, rdm stuff. sch are the stunners.

    PLD doesn't fight tojil, he just pulls it, and if you arent going with a pld, post your job setup. as i said earlier a pld just adds a layer of safety and consistency.

    RDM isnt really a job you can replace, over the entire delve the dia3+ light shot, dispel on turtle, and blind on pieste plus the silence of tojil, you cant replace it
    PLD can hold it if something goes bad and you can recover fully without the risk of it ticking up.

  13. #3473
    The Syrup To Waffles's Waffle
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    How much is silence doing for you, exactly; what is it preventing? Can BRD not land Dispel reliably? Are you Blinding anything but Peiste?

    Dia II with Light Shots is just as effective as Dia III, so I'm not quite seeing the appeal of RDM - I'm not really sure what it's specifically doing that can't be replicated by other competent people to create a space for a job with a more effective role.

  14. #3474
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    Quote Originally Posted by Cairthenn View Post
    How much is silence doing for you, exactly; what is it preventing? Can BRD not land Dispel reliably? Are you Blinding anything but Peiste?

    Dia II with Light Shots is just as effective as Dia III, so I'm not quite seeing the appeal of RDM - I'm not really sure what it's specifically doing that can't be replicated by other competent people to create a space for a job with a more effective role.
    Finale does not land reliably, and even if it did brd isnt in the mage pt for geo macc buffs, dia3 is not the same as dia 2, not sure what you are smoking, and i listed what rdm does that makes it worthy of a spot. Silence on tojil is extremely important

  15. #3475
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    Quote Originally Posted by Cairthenn View Post
    How much is silence doing for you, exactly; what is it preventing? Can BRD not land Dispel reliably? Are you Blinding anything but Peiste?

    Dia II with Light Shots is just as effective as Dia III, so I'm not quite seeing the appeal of RDM - I'm not really sure what it's specifically doing that can't be replicated by other competent people to create a space for a job with a more effective role.
    Don't waste stuns on meteor / kaustra (silence it instead). If your fight is going to be drawn out, every stun counts.

  16. #3476
    The Syrup To Waffles's Waffle
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    Dia III can be augmented once with Light Shot. Dia II can be augmented twice with Light Shot. They result in the same DEF down.

    Suppose Silence for meteor is potentially worth it, though.

  17. #3477
    Yoshi P
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    I've never had issue keeping peiste blinded on sch.

    If dia 3 + light shot can be replicated by dia 2 + light shot x2, I don't see what rdm really brings to the table either, outside of grav2, if you can keep that up on bosses.

  18. #3478
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    a lot of jobs can do a lot of things, sch can cure if they have to. but they need to be doing other stuff, and we keep saying it, silence on tojil. rdm takes the burden off a few jobs so they can focus on doing what they do best

    and im all but certain you are wrong on dia2 +2 light shots being the same as dia 3+ light shot

  19. #3479
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    Quote Originally Posted by fantasticdan View Post
    I've never had issue keeping peiste blinded on sch.

    If dia 3 + light shot can be replicated by dia 2 + light shot x2, I don't see what rdm really brings to the table either, outside of grav2, if you can keep that up on bosses.
    I think I recall it being said Gravity 2 on during a fight. Honestly the dispels are worth it for the turtle / Tojil if shell get off. You wouldn't want a SCH casting dispel when he could be potentially missing another stun.

  20. #3480
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    Quote Originally Posted by fantasticdan View Post
    I've never had issue keeping peiste blinded on sch.

    If dia 3 + light shot can be replicated by dia 2 + light shot x2, I don't see what rdm really brings to the table either, outside of grav2, if you can keep that up on bosses.
    less spells to stun = slightly more time before stun starts to resist?

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