nvm read post
Personally, I swap to hybrid whenever def down is on just to be safe. I also WS during aura when I'm on SAM and there's never any issues as long as you do it intelligently, however obviously you should have such a long time to fight it regardless that it doesn't really matter.
So got bee to like 15%. Went down to around 50% within 2~3m, but as soon as we got to that point damage slowed down significantly. Does it do something around there?
The last 25% or so it gains a steady and eventually massive damage taken reduction. Supposedly piercing is still decentish and if you can get unresisted magic damage on it then that'll help too (though mages are usually always busy). Mura Samurai might work better for the last phase as well.
Thanks a ton for the suggestion guys. Tried your suggestions and got it down to as low as 18%. Was a near win and then it was like "lol let's move 1 yalm" and then mayhem'd all the mages![]()
with the new cursor thingy, no one should be eating mayhem anymore
if your mages have to move in to cure someone, then that means that DD is straying away from mages and his death is nobody's fault but his own
It was probably one of its normal attacks with knockback and someone didnt get back into position fast enough, causing shark to inch forward
it is fucking hard for JP pugs to do it atm tho... mainly cos of WHM and SCH dying
or they stay alive running WAYYYYYYYYYYY off and then too late to return to cure....
most of them just clear once and go back to tojil farm...
Yeah, I'm not really sure what happened there. I think again, due to inexperience, I forgot to tell them it auras whenever it wants <25% and kinda told them last second. Whoops!
But yeah, all our backs were facing the mages so they were sufficiently far enough, was a knockback->aura->mayhem.
Although that doesn't really solve the stunners being too close
From my experience, it seems to work similar to mastop. If you have only one damage source on it, then it will steadily gain -DT to it every 25%. The first -DT is exactly 50% (easy to determine based on ranged damage), and I can only assume that it is further cut by 50% after that.
One damage cut doesn't make a huge difference; damage is still decent, but two damage cuts slows down damage substantially. My advice would be to add some RNG to the setup. I'm not sure exactly how the -DT works, but with a mixture of melee and RNG, we've never seen two damage cuts, only one. First fight we had no damage cuts at 75, but did at 50, and then damage went back up at 25. Second fight, no damage cuts at 75 or 50, but did at 25.
RNG do not need relic as long as they /DRG. Just make sure to stun all the hate reset moves and whirlwind. Nothing else is really dangerous if WHM is paying attention to sacrifice stinger volley.
Edit: Other possibility might be to formless one of the early phases so it takes both magic/physical damage.
That doesn't really seem to make sense considering the first people who killed it used all RNG dmg and had no DT issues.
No, jems group said they ran into no DT issues. It was taints group that had trouble afaik.
Well regardless, mixture of melee and RNG seem to prevent DT from building, or full-blown RNG, though I'd imagine hate would be difficult to manage if every RNG didn't have relic. 3 melees worked well for us, 2 MNKs and a DRG.