Awesome on Tax'et.
In both my fights with it I was "We should try doing more debuffs on it as we seemed to do more damage." And everyone was like "Are you stupid?". Seems like I was right in theorycrafting on that one!
Awesome on Tax'et.
In both my fights with it I was "We should try doing more debuffs on it as we seemed to do more damage." And everyone was like "Are you stupid?". Seems like I was right in theorycrafting on that one!
This. Was tanking in this alliance. There's definitely something funky because whilst other peoples damage was going up Sanguine, Atonement and Spirits all dropped to 0.
I'd take a stab at his DT being on some sort of sliding scale with his TP moves affecting which direction it goes in.
Our strat was basically 2 PLD's + SAM/THF's SATA'ing them (EDIT: Forgot, we had some BLU/THF's too). Like Karb said, took about 20-25 mins. Damage noticeably got better as the fight went on. Was essentially harmless to a PLD. I think once initial hate was established, both PLD's could have probably gone completely AFK. Obviously we didn't but I can't see how it could hurt a PLD as even past the 15 min mark when rage started, it still only hit for 200 on a non shield block.
While doing salt fields Delve runs, we honestly ended up feeling that the Peiste is easier to kill than the Eft. Peiste evasion definitely increases as its HP decreases, but it ends up being better than the poison aura/AoE dispel/AoE nukes from the eft.
I think these may be the best two NM's to open up the path to the t-rex, unless some new gimmick is revealed that makes the eft or matamata significantly easier (I know the matamata alternates between taking enhanced magic/physical damage after TP moves -- but it still has so much HP that I'm not certain if it would be easier than the peiste).
Another extremely important point is that in the long run, we're going to need to seek out setups that not only kill 2 particularly NM's as quickly as possible, but that same setup also being what is capable of killing each chamber's respective mega-boss.
So for starters, for the T-rex chamber I think rangers may end up being particularly useful. They wouldn't have to deal with the petrification of the peiste, and would also be able to stay out of range of the attack-down aura of the t-rex.
We joined at 49%. They had PLD, whm, smn, thf, brd. We ended up on blu, dnc, mnk. Smn left later, blm joined.
After reviewing the log, it looks like the dt went away after skillchains. First was darkness. Second was gravitation. So it is possible that a particular skillchain type is required to remove the dt each time.
Rigor Baghnakhs TypeA
1: Att+8
2: Att+8 Acc+4
3: Att+9 Acc+4
4: Att+9 Acc+5
5: Att+10 Acc+5
6: Att+10 Acc+5 Str+1
7: Att+11 Acc+6 Str+2
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I
no
Those are naughty, I like.
I'm sure it's already been said before but judging from how other gear augments, it looks like those results are going to be the same on all armor/weapons as long as you go down that path. I'd imagine on the accuracy path you substitute the STR for DEX and switch the Acc and Attack around.
Just to tag on to Cairthenn's earlier post about Tax'et, it was really a joke. Once the DT was removed it was probably the easiest of all of the fights we've done so far barring maybe the raptor. I have to wonder if taking advantage of each monster's "weakness" or whatever you want to call it would make as significant a difference as it did on Tax'et.
BTW, someone earlier said it was about 10 Exuviations that cleared the DT, that's not correct. In two attempts, at about 10 Exuviations he would still only take ~50% damage. Second fight we went closer to 20 Exuviations and he seemed to be taking full damage, or close enough to full that we couldn't tell the difference. Once he starts using Exuviation he will use it over and over and over in quick succession as long as you keep applying debuffs quickly. Because of the amount of HP healed by Exuviation, you are basically stuck holding the monster until you clear the DT (any damage you deal is going to be healed right up). So really, you're just feeding TP and holding the monster while removing the DT, then you can go ahead and fight like normal (making sure to not cast any more debuffs or land any debuff adds if you can avoid it).
Do we know what the max rank is on weapons/armor?
I don't get choosing Type A on any weapons you intend to use for Delve, especially on a 1 handed DD whos main WS has a DEX mod.
At the least, it means that you might well see people doing Adoulin first, THEN going back to pick up whatever's BIS from pre-Adoulin content wherever possible. Folks might settle for "decent" rather than best for a while while doing that, just because the upgrades are so much more dramatic for Delve vs. say NNI.
On the Turtle I would suggest about 10 Paladins just spamming Atonement the Damage begins at 500 caps at 2250 but sometimes does 4500. Based on which mode it is in physical or magical. Also the Skillchains tear it up as well. Light magic or any magic.
I think it comes down to exactly what you said. Whether you intend to use them in Delve or not. I'd imagine a lot of people will feel that they simply won't use that job in Delve so they opt for the attack.
I think I'll end up going for Accuracy even for non-delve jobs purely as a safeguard for future content. I can't imagine them going back to easily capped accuracy in the near future.
Well depending on the item I can see why going Type A would still be a reasonable thing to do. The acc you gain with Type A isn't all that bad especially on a weapon that starts off with acc+15.
Acc+15 + aug acc+6 + any merits + any +acc from other gear should be sufficient. There's also that new ammo piece with acc+15. Not sure if all jobs can use that piece.
I'm thinking if you're gonna use delve weapons and armor just mix and match to get a setup that suits you best.
I wonder if the weapons will get stuff like increased weaponskill damage or cure potency (club/staff?) at higher ranks, and armor stuff like fast cast and auto refresh. Those cure potency gloves would be amazing if you could get something like cure casting time on them.
I wouldn't say it's pointless yet; we don't know what they give at higher rank.
I'm convinced that much (though not all) of the evasion problems are due to us not figuring things out properly, even on the non special NMs. There's definately things we haven't figured out.
For example, on a recent Delve farming run I was on, I parsed ~90% accuracy on the first 6 diremites. However, I literally had floored accuracy on the 7th; I missed nine times in a row, and then whiffed an entire Resolution, first hit ACC bonus and all. I had normal accuracy again on the 8th.