Just kept him stunned for 10min. Seems pretty normal.
Ridill drop rate.
yeahbut:
http://forum.square-enix.com/ffxi/th...l=1#post453856
Greetings,
I'd like to apologize that one item was left off of the version update announcement. We've increased the magic resistance value cap for both characters and monsters.
Yeah, so now your stunners gear has to not suck because geo spells are no longer op as fuck.
So the reason Geo buff/debuff seemed so overpowered was because those + a decent set put your magic accuracy over the highest possible magic evasion? Lol...
There really isn't enough testing of how things were before forget what things are like since the update to even really say for sure. The only cap that had been found before had been hit rate caps.
As far as why so little macc could do so much that is more because of the way magic hit rate works. Going from 50% to 95% hit rate was just 45 macc or -45 meva. Plus as Taint said probably just another Ridill droprate thing
Tried dakuwaqa, he hits really fucking hard. Do people save bravas for the shark and just tabula rasa stun so they can get everything -lance? Had tons of stratagem issues.
Also what GEO debuffs were people using? I was watching Vasch's video but didn't see any GEOs actually up with the shark. It hits really fucking hard so they were dying pretty easily.
at start of fight u should be having SP marches anyway to almost or even cap haste so u dont need embrava for start
sch can finish both their charges (assuming u doing 2 sch) and then use SP to recharge it, at the same time, embrava melees in between stuns
there is no real reason now to have sch specifically just for embrava
and also, shark's strategy is to stay alive more than anything
even if he resist everything as long as your mages have MP always and on right distance, and DDs have damage cut (and know when to use it) you can fight that dude for 10 hours and not wipe
check my dakuwaqa video in my stream link in signature
DDs should not eat any WS (assuming u solved ur stun issues), and during lance mode, everyone HAS TO be in their full DT gear and not do anything else than focusing on bringing the horn down
like someone mentioned in this thread, during horn mode, dont even attempt to WS it, dont even try, DONT EVEN THINK ABOUT IT
if you do, u will die in WS gear i promise you
Yup, we didn't WS during aura, sorry I meant to specify tabula rasa, not embrava. Our schs had a ton of stratagem issues without it up, we actually stayed alive pretty well. Lost at 50% and my PTs whm was weakened for the entire fight cause he wasn't used to mayhem distance.
So am I watching this right that you guys dont use Frailty on Daku, you just roll with Langour and Torpor luopans up? and Indi Refresh and Focus? Makes sense I guess but losing Frailty will drag the fight out. I suppose as long as we can stay alive it's alright though. Makes more sense not to put the geo in the middle of that mess, even with a decent pdt set.
yea for my group we just chuck frailty and not risk a dead GEO...
indi refresh to spam cure for GEO(we have geo curing specific people, especially tarus ><), torpor, focus and languor
we doing it a very very safely tho, so you can definately throw in frailty before 25% since those times r pretty easy to predict horn aura
also the main killer combo is HP down > guillotine. My advise is (since everyone is rich these days) use panecea on HP down (just HP down is enough) if you ever got hit by 1
whm just spam cures only. Just let the cor and brd do the haste/erases
galka MNKs will never die in this fight.... racist NM..
Karasawa and Altar are the GEO's in the video for the shark. They alternate at some point midfight I believe on who's inside and who's outside. They cure each other and the rdm also cures (pld can too if adds are playing nice) We've found that you really dont want to let the GEO die, it makes the fight that more difficult.
A big thing we started doing also is making sure whatever the most important geo debuff is on that mob that its being done by the geo whos inside and its the Indi one (self target). Reasoning behind this is because luopons come and go but the self target is more constant. Like for example if you are fighting the shark and its getting pretty low and you know stuns are going to resist make sure the geo is doing the magic evasion down on the shark with the Indi spell. This insures that the debuff doesn't drop mid tp move and a stun get resisted ending in a wipe.
Edit: Also watch again and you'll see embrava is up majority of fight. We have SCH1 embrava pre pull > solo stun > 1hr wears > SCH2 begins embrava + SCH1 uses remaining charges stunning > SCH2 solo stuns.
I think though that we might extend it a little better and have the 2nd sch reapply embrava before it wears. This works for all delve bosses. On Tojil you want your top scholar doing the first embrava/solo stunning as if you time it right they will be solo stunning till about 30%. For Shark its about 50% before 1hr wears. For Bee its about 30-40%
Edit2: For shark when verve is up you actually want to be in mdt because mayhem is magic. Needs further proofing but I told one of our sams to randomly throw shadow ring to test and sure enough he got hit for 0 on one of them. Now note there could be a couple things explaining that, shadow mantle proc maybe if he had that equiped too? (he said he didnt) or cure stoneskin...idk
Our DD's stopped going turtle mode when it does verve now though to be honest. Its a strain on the whms but the whms we take are actually good whms and not just filler so we rarely have death issues. DD's are always stroking their epeen at these fights seeing who parsed highest so going even pdt for part of the fight makes them lose out on damage. I dont recommend that at all!! But we are able to get away with it.
With two Schs you don't need stratagems to stun unless buffs wear off. I think my stun recast is like 7 sec without Alacrity, with non-SV marches and haste but without embrava?. My stun set is also far from perfect - no Orunmilia, no FC Earrings/Rings, Goading Belt, NQ Swith Cape.
Like I said, just save strats for if Haste/Marches wear off whilst they're being reapplied.
Bee -DT is either random, or functions similar to mastop. DDs: 3 RNG 2 MNK 1 DRG.
First fight: MNKs died off (I believe DRG survived). Wish I could remember %, but I'd say before 50. Bee did not gain -DT at 75, but did gain -DT at 50. About -50% DT exactly. Bee lost its -DT at 25% strangely enough. Ranged attacks were back to 1200+, coronach 9800.
Second fight: MNKs did not die off (they did die, but there was always at least 1 on the NM). Bee did not gain -DT at 75 or 50. He did gain -DT at 25 (-50%).
Only used 1 SCH/BLM to stun whirlwind and the incisive moves.
When we tried bee with a tojil-like setup (2 mnks, 2 sams, drk drg) whenever we would get it down to 25% we would just start hitting for 30-40 damage a hit, and by 10% stuns would start resisting and we would just hit a wall.
Looks like the secret for 5nm+bee is to bring a rng or two? Would help with mastop, too.
How hard was shark hitting you guys? With all of verve's buffs dispelled he didn't really seem to hit too hard. The mayhem got stronger as he got lower but never exceeded 1600~ in TP gear. I listened to BG for the first few runs and fulltimed DT gear until aura went off, but when I found it to be fairly unthreatening I would just swap it in for the unstunnable mayhem and just stay in TP gear the rest of the time. Aura would drop within 15-20 seconds each time.
Mayhem wasn't so bad, maybe 800? But his regular melee hits had no issue hitting us for 900-1000 every time.
Also we didn't have a brd in the mage pt, was GEO GEO SCH SCH PLD RDM. Considering swapping the PLD for something else since rdm can sleepga log things np.
Were you guys dispelling verve's attack boost? I never remember him hitting that hard. The hardest of the 3 yes but mostly around 400-600
Don't really need BRD in the mage party. Just drop the PLD once the fight starts and invite one of the BRDs from the melee parties.
I'm pretty sure our rdm was dispelling a few times after verve but not 100% sure, also no, no panacea after defense down is probably the issue. I'm assuming a regular melee swing causes it occasionally? We also had some issues with hp down but I think that was due to pelagicccleaver/no experience so we didn't think to rasa.
Good call on switching brd into mage pt, could help until brd has to swap back in for wild card. We did our wild card method the same way as tojil(right after mantra 2) but i assume it doesn't need to be as rushed