2nd wipe. Blaze spikes killing us too fast, we had no embrava they wanted to save for when they ran out of stratems. rdm couldnt silence, so breakga, tp death.
2nd wipe. Blaze spikes killing us too fast, we had no embrava they wanted to save for when they ran out of stratems. rdm couldnt silence, so breakga, tp death.
You need to replace the RDM if they can't silence or dispel Tojil with meva- and macc+ from GEO, and your SCH should be at minimum stun recasts without Embrava. People with more impressive track records are free to correct, but if you're having trouble just getting the fight set up from the get-go, you may want to save one Embrava for right before the pull. A hefty regen should help keep people maintained while you get initially oriented
As for your first wipe, adds shouldn't even really be entertained. Have someone whose livelihood doesn't matter sac if absolutely necessary
This ^
Whenever Dakuwaqa has its shield on (HP bar visible) it is at its most dangerous. TP moves cannot be stunned in this phase, when using a melee zerg setup it seems to just come down to luck in regards to which TP moves it feels like throwing at you until you can get the shield off and start stunning again.
We noticed that the shield appears in intervals of 100%, 50%, 25% - Enthunder and nukes from the SCHs seemed to knock these shields down fairly quickly, which could mean it needs to take a certain amount of thunder damage or it needs a certain amount of hits by a type of thunder damage (similar to Muyingwa's blink shadow phases).
When you take it below 25% things get more tricky, Dakuwaqa seems to just put up his shield whenever he feels like it and the fight becomes more luck based than it was throughout the previous 75%. I'm not sure whether the range on Marine Mayhem is extended <25% or the positioning changed but support jobs started getting hit by it.
All DD's besides the DRG reported doing less damage to it <25% so this is most likely its piercing damage phase.
All in all, trying to melee zerg Dakuwaqa is very luck based. After a couple of tweaks are made I can see this setup working but it will not be at a consistent win rate.
Our best attempt so far has been 8%, I think we're going to farm some beads tonight and either try again with this method or switch to a RNG setup.
Obligatory picture of Mafai eating dirt;
Spoiler: show
Really? We've only killed Tojil 4 times but I always popped Souleater and brud wepan at 50% when slashing weak starts. Managed to kick out a 10995 with Bereaver because scarletites are nonexistant. Damage seemed pretty low during first 25% and during slash weak 1000 norm hits are common, allowing the whm to get some breathing room even riding souleater.
I usually pop Souleater + Blood Weapon around 75% ish. Logic being that I know I'm getting a Wild Card reset shortly after so it lets me get 2 minutes of Souleater time in the zerg.
Basically lets me full-time Souleater for the 75 > 25 phase where you have less bonus damage types (1 Slashing + 1 Piercing). After that it's blunt time with 4 MNKs so not really as beneficial.
I usually do pop BW right before wildcard, but that's right around 55% or so. If it doesnt reset 1hr I won't souleater again if it stresses the mage too much.
Curious how much Nagan does seeing as I've had 1200 norm hits, 1500 crits and the aforementioned 11k with Bereaver, can't even imagine how silly Nagan is.
Some of the problems we had are pretty easy to fixes, but 1 i cant figure out. All mnks both runs had -atk down when we started, cant find where thats coming from. was always -atk and hp down, maybe from wivres or something? Cant find it in Logs but was there both fights.
Blistering roar which it does on pull, 75% 50% and 25% its aura goes up and the attack down is from that. It is possible to stun it on pull, I've no idea if it prevents the aura though.
It does not prevent the aura. I stunned it and the aura still shows up. There's probably some way to remove the aura (similar to Thunder damage vs. the shark), but it's not a way that we know right now. It could literally be the same as thunder damage vs. the shark (water damage vs. Tojil) but people haven't tested it because it's possible to win even if you don't mess with that mechanic.
We have dropped Tojil's aura using water shot. Whether it is number of uses or a damage threshhold, I'm not sure. Regular setup, one cor light shots and the other water shots and I noticed the aura dropped at least once in our 4 fights.
Our shark losses are due to key people crashing during the fight costing us the needed dps and time. Should have easily won both our last 2 if not for stupid crashing.
For your melee method, are your sams spaming muras at some point?
I need the KI from kurma and never see any shouts for it so im gonna set one up what it the best setup and strategy for a win?
So people could use en-Water for Tojil to drop his aura?