Well now I understand why twilight scythe was nerfed.
Well now I understand why twilight scythe was nerfed.
If they had put INT on Mikinaak gear, it wouldn't even be (as big of) a problem.
Awful foresight on their part.
wut, adding as much int as there is str onto mikinaak gear wouldn't make it anywhere near senbaak...
The Gloves have INT on but no existing STR plus Phorcys already has STR + INT + DA on.
Realistically Scythe is never going to match similar weapons unless it's overhauled in some way. Even if it had INT gear to rival STR gear it's still going to lose to Resolution. It also loses to a very similar WS in Upheaval because WAR has better natural traits than DRK.
It's only hope is either a vastly improved WS (unlikely) or offering something unique and useful. Catastrophe used to do that but now you have to drop 100+ base DMG for it...yeah, considerably less attractive.
Scythe needs something like Mura damage or Catastrophe access on Delve weapons to be usable and they effectively took both of those away. Scythe probably has the worst selection of WS'es in game outside Staff. I guess Sword is potentially as bad but at least that has versatility going for it.
Pretty sure ranged damage is the same as physical damage for krab, but I could be wrong. My damage was equally sucky, but I started shooting right from the start. Maybe if you hold off on ranged damage until the end it'll work.
I don't think sword WS are 'that' bad. Vorpal blade is pretty powerful with all this new STR gear, and requiescat has a very high fTP value. Unfortunately, the -20% attack really hurts and the MND stat is pretty retarded. Hopefully the STR/DEX/AGI adjustments will help.
It's funny because SE specifically said, at some point in the past, that they intended DRKs to use scythes as their main weapon, and were looking for ways to increase the attractiveness of using scythes (this was a long time ago, like before abyssea, but yeah)
Haha wow, I forgot about that. The scythe update that never happened.
If DRK goes back to using Scythe, the game will have a weapon category that gets almost no uses. PLD and WAR aren't using GS. So what we'll have is a dead weight weapon category. Doesn't make sense from a dev's perspective.
I think it's the most balanced as it is. GS for damage and Scythe for utility.
..Rune Fencer? Scythe is pretty much a dead weight category as things stand right now, the Catastrophe utility doesn't really outweigh the immense damage drop unless you're solo. Maybe things will change with the new delve boss scythe, but I don't think anyone is holding their breath.
Since I get a lot of pm on here/ah/guildwork, here is our basic ally setup/strategy for 5NM + Shark:
Alliance Setup:
mnk/run mnk/run drk brd cor whm
mnk/war sam drg brd cor whm
geo geo pld brd sch/blm sch/blm
All mnk can be replaced by mura sam, drk can be replaced by war or sam or mnk. With SV minuet/2h geo/chaos roll/angon, losing berserk= losing nothing.
If you use weaker melee that NEED /war for da/berserk(or your brd can haste/cure/-na and sing 3 party), you can replace the brd in the sch pt by a sch/rdm and make all your melee /war or /sam
Buff are: Chaos/Hunter/Sam/Fighter roll, our melee gear accordingly assuming those roll. MinX4/marchX2/madX2 on some NM and shark last min is replaced by sherzo.
We zone in and buff, pld+geo can look and pull NM, if multiple NM are pulled we kill pugil=>cracklaw=> uragnite, if they are pulled 1 by 1, we kill w/e is pulled.
T1-T3
Pugil: Just murder it, die in 2 min can stun lock or silence
Cracklaw: Mnk use formless strike and ws@100 tp from start, drk can engage with twilight scythe, sam and drg can afk. die in 2-5min depending in stun/dispel. If you get all your mnk formless dispeled, mura sam engage and murder it.
Uragnite: Use scherzo/stun painfull wipe/ impact+dia+angon+brd debuff, die in 2-3min too, if no scherzo can use mantra and "light" dt gear to avoid 1 shot, run away when doom aura is @2-3 work with vanilla ffxi.
After all 3 1st NM are dead, we run till we find next NM, we fully rebuff
T4-5
Orobon: Sekkano crit ws/rogue roll/murder it/stun all it's tp move.
Krab: Random deal formless strike/mura have mnk not wsing till magic dmg is low enough, finish it with physical/mura/twilight scythe if needed.
Shark:
Buff: Soul voice song, dia II light shotXII(shield/verve remove debuff, so can reapply dia II anytime you know you aren't gonna sleep it), angon/spirit surge jump/angon, Geo 2h def down/eva down and macc+/meva-.
We do roll 1st, once roll are done we start SV song and start pulling.
PLD pull, corsair get shark off pld and pull it to camp, we could sleep shark and murder add, but since our pld is bored he just ochain and aoe add to death for more plasm.
Once corsair went to pull, sch embrava and es impact, none is really needed but the more buff/debuff, the better!
/run use thunder rune to break the shield/aura, melee engage 3 on one side, 3 on the opposite side in case guillotine land and wipe a party(can always happen, lag, sch dual boxing 14 beta or watching netflix mid fight etc)
We stun every tp move and let spell land, cause well, none of it's spell are dangerous, the longer it's casting the less likely it is to put verve back and guillotine us with shield up.
And very important, if you're a good drk and it cast water V on you, dt gear+ and scarlet delirium!(putting dt+ gear might not be a good idea)
At 100-90% 75% 50% it use verve and get shield up, those % aren't really like 50%= auto use verve, but it will use it as it's next tp move, so we got it down to 35% before it put verve back up.
Everytime it put shield up, it will use Mahyem AOE death if you're between 5-20distance, so make sure your melee /geo are close enough and your mage are far enough, if mage can't cure melee because they aren't on a good spot, they have to speak up.
Whenever verve is up, either your brd on sch pt(or the one rotatting) or the sch gotta dispel it, and your melee swap to their dt set.
In full dt gear, the spinning move followed by a normal hit with verve up can kill a dd. Once buff start wearing off, you can either just rebuff, but if you're good on time, you can troubadour horde lullaby it and fully rebuff.
under 25% it can put verve back up anytime; so your dispeler and DD HAVE to focus for dispel/dt gear, if you have good melee and it's doing another tp move while reaching 25%, can prolly get it as low as 10% before it put the 1st one up.
We kill shark in about 8min including sleep time and our melee are more often than not in dt gear.(for reference our tojil kill before senbaak/tsurumaru were about 5:30min)
TLDR(for shark): /run use thunder rune to dispel shield, brd - sch dispel verve, mage/support stay 20+, melee max buff murder it and swap to dt gear when shield is up.
Thx to whoever posted thunder dmg remove shield, that's the only thing to know about shark to be able to kill it after 1-2trial run if you can kill tojil.
I believe I covered everything, if I missed something, or if something isn't clear(I'm bad at typing long post I know ;, feel free to ask in this thread(or pm if you REALLY don't wanna post, but I get enough pm on here ah/gw/tell in game about how to do stuff that I would rather post here thx)
I hope that helped anyone!
Ccl forgot jp stunner, if you cant get one adjust your life and playschedule to accommodate them