We took 3 MNK/RUNs to our 8 min kill and that included a full duration sleep to rebuff. We didn't need the sleep but it just removes the chance of your BRD's getting bitch slapped around whilst doing it.
Anytime it uses Verve, we call it in LS/Party chat and all DD's switch to full DT (including on WS) until we're given the ok that it has been removed.
DPS isn't remotely an issue for Shark really. It's purely about making sure you stay alive.
Well our bard hate me so they won't rotate 3 pt, also one extra bard give us one extra SV if we have to recover for w/e reason.
Also I believe with so much def down and att buff, mnk only lose 10DA by subbing run(but gain add effect dmg!) but I could def be wrong on that.
What GEO buffs/debuffs on the Shark?
def down/evadown/macc+/meva down, our Geo rotate 2h, the geo who 2H is doing eva down/def down, both geo/rdm and they cure each other.
is 1hr def down wise when you are taking a drg? Between angon/drg 1hr and dia II + double light shot seems like you would be hitting cap majority of fight with even just nq def down. (if its a similar zerg fight as tojil)
Magic evasion would probably be better (at least on tojil) makes it easier to land enfeebles for the rdm. I dont know how hard it is to dispel shark but it could help there too. On a longer fight the drg angon/1hr wont be on it though so thats when you would benefit from increased def down from geo
Edit: Also on one of our runs our backline geo decided to nuke (very average nuking gear) and pulled 10k total damage but it was the only run we've knocked off aura on tojils. (was using water nukes)
You can always farm 1-3 beads and do it dd method too.
Won bee twice tonight with MNK MNK DRG BRD COR WHM MNK MNK DRK BRD COR WHM GEO GEO RDM SCH SCH PLD. Force wiped under 25% because of WHMs capping enmity, pretty easy to finish after.
also anyone that didn't know, shark is sleepable.
Had our Ghorn bard sleep and I light shot'd and it stayed "zzz" for a good bit (long enough for us to unweak/re-buff fully/swap bards/cors
To clarify, all melees were in full-acc ~700. Oatixur MNKs & Senbaak DRK. DRG had Ophidian since these were our first bee kills. Has Upu now.
BRD 1 is ghorn99/daurd99, BRD 2 is ghorn99/daurd95. WHM 1 is Yagrush, WHM 2 was rotated but decently geared. CORs were rotated. SCHs had 12s or less recast stuns with a lot of MACC.
GEOs were in -DT (one with d.ring). RDM had full complement of staves, PLD is ochain/aegis/excal/d.ring/yaddayadda.
So melee strat can/will work, but requires even more focused gear than the RNG strat. We stunned only Incisive TP moves in first fight, added in Stinger Volleys towards the end. 0 problems with stuns being resisted once we did this.
Some more info on Krabakarpo since it's the NM that's slowed us down the most:
Managed to kill it twice in roughly 6 minutes or so each time with 1 Mura SAM and 1 Twilight Scythe DRK for the last 10%. Would imagine if you really don't have a Mura SAM you can get away with just 2 Twilight DRKs, but may have to wait til a lower % since you don't want the Twilight effect to wear before it's dead.
As far as getting it to 10% assuming you're not using multiple Mura SAMs, start the fight by putting enspell on all the melee. Have the Monks either all use Formless at the start or around 50% to see-saw the damage more effectively. Weapon Skills are ok during the Magic portion since it doesn't offset the balance too much if Monks are all doing Formless together. Should make it so the damage on it doesn't slow until around 10%. At that point, really dependent upon the Mura SAM or Twilight DRKs finishing it.
No matter how we've tried to balance damage leading up to 10%, there always still seems to be that wall between 5-10% where all forms of damage save for Mura WS and twilight drops significantly. Has to be something else we're missing for that portion to break through that barrier, but Mura/Twilight seems like the way to go for now.
could just be weak vs ranged attacks at that point.