Well from what slycer posted, i didnt ser anything about fodder plasm
Well from what slycer posted, i didnt ser anything about fodder plasm
i personally is more interested if they have plans on beads drop rate.... because clearly to attempt and have a breakthrough on delve naakuals, we have to seal the most cumbersome 3 NM to even have a decent time to attempt it........ and the wall update tomorrow clearly amplify this....
From what I gather, because the walls will be staying up, you can no longer roam in different rooms to kill fodder.
Yes. If this is true I'm really baffled by what their aim is here. Players were happy that there was long challenging fights again that weren't a zerg. Of course 7 hours is ridiculous but 20 minutes means that every outside fight is going to be a gimmick zerg. On top of that it will INCREASE the demand to be inside the instances to go in and kill NMs for a clear since there's a longer time limit. And now I'm concerned that Square's "instancing" is going to start hitting its limits and we will have congestion to get into Fractures. "The hands of darkness give you the finger" etc.
Won't effect farming regular mobs, it will only prevent you from reaching the IV/V NMs to get their kill inside as easily.
Edit: According to Slycer's translation it is not aimed at the 2nd wall only the 3rd boss wall.
http://www.bluegartr.com/threads/112...SSION%29/page5
it will affect plasm gain per group because w/o opening the next chamber after 10 mins... the amount of mobs you are going to be farming the entire 45 mins is very very very limited.... definately no more 6-7k+s
for morimar for example, if no wall breaks for 45 mins, you are only looking at 1 large room and 1 small room to farm.........the roaming group will basically have nothing to kill...
I already posted elsewhere but I'm fairly certain that only the bosses will remain locked until all NMs are defeated. No change was talked about for the wall that leads to the second tier of NMs. Even the title of his post very specifically referenced the boss.
From what they've said, it sounds like plasm-farming will take a very minor hit (not too many JP PUGs I've been in have taken advantage of the Naakual room). I'm fine with the direction of the changes; it definitely makes it clear what their intended level of progression is for tackling Delve. (Sucks for those rushing to get KIs from the NMs that haven't been totally figured out yet, yeah.)
I don't necessarily mind the changes, but I will say that I'm going to be frantically searching for or putting together for T4/5 Foret tonight. I want that KI before it becomes harder to get it outside the fracture.
Actually, I'm reading that Orobon is a pretty easy zerg? So maybe I don't need to panic just yet.
Yeah, it'd help to have it out of the way sooner rather than later, but the orobon with a proper setup and decently-geared DD should only take 2-4 minutes.
Can always offer gil to have powerful ls unlock it for you.
I thought rage timer was already 20 minutes? If it was 15 then that explains some things.
11 Minute fight with a few Rag WARs, a Delve DRK, and another assorted relic DD. BRD COR DDx3 WHM BRD COR DDx3 WHM and assorted BLM, SCH, WHM and a BLU in third party. Rotate BRDs at start with SV (couldn't rotate CORs, 17 NA and 1 JP, and the COR was the JP) only a few deaths due to Deathgnash into an immediate seaspray or seismic tail. Pretty easy really, one of the easier fights.
For those people who are confused by the concept of zergs. This isn't promoting zerg style play, its simply forcing you to kill the NM quickly which is always a good thing. A number of these fights don't follow convential brd rotation melee spam and you benefit from using jobs like rng and blm (not every fight but several). It also seems unlikely that melee zerg style play will work well with nakuuls.
SE has accomplished exactly what it set out to within the 10+ year old constraints of the game and this coming update is building on that. It also has the advantage of stopping alliances of shit tier players from 2hr+ grinding out their KIs but still leaving it more than doable for half way competant people.
I just failed Tax'et horribly -- but then again, I went with a very VW-esque party setup and didn't consider including more ranged/magic dmg.
My fault. ;;
for Tax'et that's not necessary, 2x BRD rotation troub/nightingal w/ atleast Dharp90(march march, min, min, mad, mad - always assume people have stupid fucktard gear and need all the accuracy they can get.) DDs on full time w/ any relic or w/e they have that can proc additional effect and bards spamming dia, thren and elegy to force exuviation, when DDs start to see normal numbers, DDs change to some other weapon that will not proc additional effects and bards stop casting and win the game.
It's 15 mins and gradually increases. By 20 it's fully potent. They seem to have another point at 45 ish mins too where they start hitting a lot harder / taking even less damage. It's pretty obvious if you have to hold one on PLD as block rate just hits a cliff and you start taking a lot more damage.
Realistically though it's a whiff fest once you hit the 17 min mark, possibly slightly sooner.
Yeah if you continue to hold it it gets worse and worse. Like 0 block rate with ochain reprisal and palisade. 600 dmg non crit melee hits on turtled up plds 1k on hybrid dds. Oddly enough nukes don't seem to do more or not much but moves that you'd think were magic do crazy more. Guessing maybe a lot that seem like they would be magic are physical especially since aegis didnt help and it's att goes thru the roof but not mab