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  1. #1381
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    Quote Originally Posted by Kujah2010 View Post
    Can it be done with melees or need mages? If so how many mages? im looking to a setup where we can do 5/5 morimar fracture NMs for points, so far we can do 4 :<
    We only had melee. We had 3-4 brds. Dark shot didn't land. Dispel was resisted as well (not Finale).

  2. #1382
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    Interesting, Will defo try this soon.

  3. #1383
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    Diabolos Pavor Nocturnus pact landed dispel on Kurma each time I used it. I just went through logs to confirm.

    [01:28:34]Diabolos readies Pavor Nocturnus.
    [01:28:42]Diabolos casts Pavor Nocturnus.
    [01:28:42]Kurma's Defense Boost effect dissappears!

    Numerous instances all worked, never resisted.

  4. #1384
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    Do you save WS for when its TPing?

  5. #1385
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    Eft + Raptor seems definitely the way to go for Morimar, at least for us it is. We can down both combined in under 7 mins.

    For Tojil stunning Incinerating Lahar and Batholithic Shell is hugely advantageous. If Batholithic Shell gets off it needs mass dispelling which is easier said than done because it resists Finale/Dispel/Absorb-Attri unless you have ES/Troub/DS up. Maybe with enough M. Acc it's possible to reliably land, we're thinking it over now. It only seems to use Lahar, Shell and Surge from 100 > 75.

    Batholithic Shell is listed on wiki as Blaze Spikes, Stoneskin, Attack Boost, Magic Attack Boost, Haste. Tojil also gets a sizeable Evasion boost with it up, possibly a M. Eva boost too. -DT is also a possibility (Weapon Bash for 11 Damage). These may be part of its aura and undispellable though. Also, not that it matters as his melee swings are TP moves but the Haste is Haste 2 (overwrote Slowga when absorbed)

    At ~75% it started taking more damage and changed the spells it used. I'd hazard a guess that the TP movesit uses too changes at this point.


    It seems killable with the right strat unless it has a drastic change in behaviour at low HP. We wiped on our attempt but was down to a mistake rather than the mob doing something bad. Knocked it down to 70% in 10 minutes and we were a BRD down (AFK'ed without a word on pull and didn't come back >_> ). You can get to it with ~35 mins remaining doing Eft + Raptor. Minor note but it does regen if you wipe.

  6. #1386
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    After a bunch of failed runs we figured out the mechanics of the Matamata. About every 53-55 seconds it'll do a TP move, and depending on the damage type done, one type will have half resist while the other does double damage. This continues until TP move seven, when one type will do 0 damage and the other will do ~6400% (if you have done all one type of damage up to that point) and then on the 8th TP move, its resists completely reset. Do all your (magic/physical) damage in the ~55 seconds between TP moves 7 and 8 and it's dead.

  7. #1387
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    Quote Originally Posted by Jem View Post
    Eft + Raptor seems definitely the way to go for Morimar, at least for us it is. We can down both combined in under 7 mins.

    From what I can see, the key to Tojil seems to be stunning Incinerating Lahar and Batholithic Shell. If Batholithic Shell gets off it needs mass dispelling which is easier said than done because it resists Finale/Dispel/Absorb-Attri unless you have ES/Troub/DS up. Maybe with enough M. Acc it's possible to reliably land, we're thinking it over now.

    Wiki has Batholithic Shell listed as Blaze Spikes, Stoneskin, Attack Boost, Magic Attack Boost, Haste but there's more than that. There's a noticeable huge Evasion boost. I'd say there's a Magic Evasion boost too as that was when stuns started resisting and possibly why Dispel struggles to land but that's purely anecdotal. It also seems to get some sort of -DT with it up (Weapon Bash for 11 DMG, didn't try with no Bath Shell up to compare but melee damage dropped too). I'm not even sure if the buffs listed outside of wiki are dispellable either or if they are a result of aura.

    Not that it matters because his attacks are TP moves but the Haste from Batholithic Shell is Haste 2. It overwrote Slowga when I absorbed it.


    It is 100% killable with the right strat unless it has a drastic change in behaviour at low HP. We wiped on our attempt but was down to a mistake rather than the mob doing something bad. Knocked it down to 70% in 10 minutes and we were a BRD down (AFK'ed without a word on pull and didn't come back >_> ). You can get to it with ~35 mins remaining doing Eft + Raptor. Minor note but it does regen if you wipe.
    WHat was youre pt setup?

  8. #1388
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    I've editted my post sizeably since you quoted so may want to edit the quote to avoid confusion. More was discussed in LS chat which made me re-evaluate/clarify some points.

    We took a melee party, a RNG party and a tank party with a few tweaks. 1 COR and 2 BRD's (1 of which AFK'ed and wasn't present for Tojil at all)

  9. #1389
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    Quote Originally Posted by CubsWoo View Post
    After a bunch of failed runs we figured out the mechanics of the Matamata. About every 53-55 seconds it'll do a TP move, and depending on the damage type done, one type will have half resist while the other does double damage. This continues until TP move seven, when one type will do 0 damage and the other will do ~6400% (if you have done all one type of damage up to that point) and then on the 8th TP move, its resists completely reset. Do all your (magic/physical) damage in the ~55 seconds between TP moves 7 and 8 and it's dead.
    We killed it once and it must have been dumb luck then haha. Second time we couldn't get the damage bonus so that must be it. Anyone else can verify this? Will try again ourselves later tonight possibly.

  10. #1390
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    Quote Originally Posted by CubsWoo View Post
    After a bunch of failed runs we figured out the mechanics of the Matamata. About every 53-55 seconds it'll do a TP move, and depending on the damage type done, one type will have half resist while the other does double damage. This continues until TP move seven, when one type will do 0 damage and the other will do ~6400% (if you have done all one type of damage up to that point) and then on the 8th TP move, its resists completely reset. Do all your (magic/physical) damage in the ~55 seconds between TP moves 7 and 8 and it's dead.
    Chiming in confirmation on this (I was also there). Based on what mdkuser posted and through various (failed) attempts we figured it out.

    It spawns with a 100:100 ratio for Physical:Magic damage taken. After each TP move it'll halve the damage taken from the damage-type it got most, and double the damage taken from the other type.

    so just keep doing physical damage to it so after each TP move it's damage taken will go...
    100/50/25/12.5/6.25/3.126/1.5/0% physical damage taken
    100/200/400/800/1600/3200/6400/12800% magic damage taken

    What's important to note is that after the 8th TP move exactly, it'll reset its damage values, regardless of what type of damage was dealt.

    So you basically got a rough 1 minute window to destroy it with Formless Strikes/Magic Damage in between the 7th and 8th TP moves, when your Physical is doing 0% damage and your Magical is doing 12,800% damage.


    atleast that's what we assume/figured out to get our kill... could be wrong still. :S

  11. #1391
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    For the record, if you cba doing it that way you can burn it down with a mix of Mura SAM's and other melees. Just have the Mura SAM's switch weapons on phase change. Before that gimmick was discovered, that's how we killed it. Took us about 10-12 minutes with that method so utilizing the gimmick correctly is probably quicker.

  12. #1392
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    Quote Originally Posted by Eanae View Post
    We killed it once and it must have been dumb luck then haha. Second time we couldn't get the damage bonus so that must be it. Anyone else can verify this? Will try again ourselves later tonight possibly.
    Just did it three times. You can do NO physical damage while you're nuking it. No Shield Bashes, no Weapon Bashes, no auto-attacking avatars, no nothin'. Someone was using a Twilight Scythe, got one un-enchanted hit in for 5k, and screwed everything. Other Paladin got a Shield bash in for 500 and borked it too.

  13. #1393
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    I don't know why you wouldn't use the gimmick, the fight is pretty fucking annoying below 50% and with the gimmick you're guarenteed to kill it in under 8mins (with virtually no time actually engaged and potentially dying). With full alliance you could probably take it on a tp move earlier and down it at 6400% damage taken.

  14. #1394
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    Using a BLU to terroize it works for buying more time for the final zerg.

  15. #1395
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    Quote Originally Posted by Obsidian View Post
    Just did it three times. You can do NO physical damage while you're nuking it. No Shield Bashes, no Weapon Bashes, no auto-attacking avatars, no nothin'. Someone was using a Twilight Scythe, got one un-enchanted hit in for 5k, and screwed everything. Other Paladin got a Shield bash in for 500 and borked it too.
    We did accidental shield bash on first attempt which was kill, no physical what so ever on second kill and still didn't get a bonus. So we missed the proper window.

  16. #1396
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    It's not 7. Or it isn't inside. Just did it, didn't work.

    Edit: Or someone miscounted. But I really don't think it was a miscount.

  17. #1397
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    Quote Originally Posted by Eanae View Post
    It's not 7. Or it isn't inside. Just did it, didn't work.

    Edit: Or someone miscounted. But I really don't think it was a miscount.
    Did it 3x earlier today. We had PLD only hitting it until it was hitting for 0 (no enlight, just sword hits). Then after next TP move we would throw formless monks at it. Died instantly. TP moved are about every minute, and this is when the damage amounts change. We used 3 monks, only 1 had the new high base dmg weapon.

    This setup could win likely win consistantly.

    MNK MNK MNK BRD WHM COR PLD

  18. #1398
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    Quote Originally Posted by Mafai View Post
    Did it 3x earlier today. We had PLD only hitting it until it was hitting for 0 (no enlight, just sword hits). Then after next TP move we would throw formless monks at it. Died instantly. TP moved are about every minute, and this is when the damage amounts change. We used 3 monks, only 1 had the new high base dmg weapon.

    This setup could win likely win consistantly.

    MNK MNK MNK BRD WHM COR PLD
    Don't think we have the MNKs to do that method. So a reliable method for using SAM damage would be ideal.

  19. #1399
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    Quote Originally Posted by Eanae View Post
    It's not 7. Or it isn't inside. Just did it, didn't work.

    Edit: Or someone miscounted. But I really don't think it was a miscount.
    I don't know if it's different inside but outside maximum damage is between the 7th and 8th (if it survives that long) TP move.

  20. #1400
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    Quote Originally Posted by CubsWoo View Post
    I don't know if it's different inside but outside maximum damage is between the 7th and 8th (if it survives that long) TP move.
    Could be dumb luck based off the amount of damage you do.

    Edit: It has to be. We just got it weakened after TP move 9, but it wasn't capped. Inside still.

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