Nobody argued that it couldn't work, its just provides 0 benefit over /whm, also it doesn't take much (if at all) longer to cast haste 3x with decent gear/buffs than it does to call gaurda > run to melees > use hastega > release.
A group aiming for faster kills will bring cor/dnc that melee, which is far more damage than lolshooting for cor, and will also benefit jobs like blu and Oatixur mnk that don't quite hit haste cap without some extra JA haste. Brds can easily haste 3 people if your whms can't
The guy you're quoting is already arguing /smn is bad.
I probably worded my post sloppily, but yeah, I meant that a COR/SMN tasked with hasting the DDs in their party might encounter some problems against some NMs. It could be pretty cumbersome to reapply haste after a dispel or slowga, with Blood Pact: Ward's long recast, among other potential issues.
I'm sure it's not difficult to work out such issues, and if it works for people, that's cool, but like you and others have said, it really doesn't offer much over other subjobs.
I wouldn't have expected his HP to range this much, but my linkshell just killed a Tojil with 1,340,000 HP, which is a good 10% above the normal value reported on wiki. I'm wondering how much of a level range he has.
On another note, I don't think the Jagil's enspell damage is related to doing magic damage to it. I've done runs where we've done no magic to it, and I've done runs where I've had endark on, doing magic damage every swing. I've noticed zero difference in enspell damage both times; they both start off at negligible amounts of damage, then ramp up over time to ~250-300 at 4-5 minutes or so, whereupon it dies.
I think it just increases with time.
My LS has had some interesting things happen to Pugil because monks had Sulper runes up, they would cure him for 30-35 a punch and in the short duration that they would, his enspell damage would go from a low 100-120 to a staggering 800-1k. Needless to say we just exit >.> because that becomes unmanageable quick. Third Eye and Perfect Counter only do so much lol.
Why not just refrain from using runes until the jagil is dead? That seems like a bizarre injection of unnecessary risk
We had a similar experience when we first started doing shark runs. We used sulpor on the Cracklaw for fun and didn't really think about it doing anything to the Jagil. Was doing 2k a swing in about 15s of fighting it so we just left and decided not to do that anymore.
We also had a run where we had the DRK accidentally leave Endark up on the Jagil. Of course it started on dark and wiped us up. Had a friend from out of LS in for KI too. Embarassing.
So just noticed there is a pic of someone doing an over 100k displayed dmg barrage on matamata that based on it's hp should've done around 1mil dmg... anyone else ever seen something like that?
Did several Foret De Hennetiels last night, using 3x Sulpor runes on the Pugil every time and it never went haywire like that. Though I guess we silence it, so it probably never reaches the lightning absorption phase before it dies.
How do people still not know how this mob works? Just don't use runes in the zone until the thing is dead. It's probably the second thing you fight, you'll survive without them
I'm in need of some advice for the Ceizak Battlegrounds fracture.
I have been told that Rangers are very useful for runs there but how many would you say are needed? The linkshell has four well geared Rangers but only one of them has the Annihilator. As it stands we're using four Rangers in the fracture and we get the NM's down in good time, apart from the Scorpion which can really go die in a fire.
How many Ranger would you suggest are needed for the Ceizak fracture and what jobs do you suggest for the front line? I've heard people suggesting everything from Mura-Samurai to Blue Mage.
My best experience has been. 2 MNK, 2 DRG, 2 RNG as far as DD's go.
More balanced damage on Mastop helps very well to get it down faster too.
BLU could replace a DRG or RNG.