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  1. #1461
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    Quote Originally Posted by ronin sparthos View Post
    Wait, I thought Delve was like MMM where you get pulled in so long as you're in zone? Only leader would need to examine the entrance.
    If you can get 17 people to wait patiently at the zone line rather than run around like headless chickens getting themselves killed then the other zones work, ceizak is just far less painful to gather for and the other zones don't have any major boons to warrant the extra hassle.

  2. #1462
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    Quote Originally Posted by ronin sparthos View Post
    Alot of the plasm parties have been going into Ceizak but is Foret or Morimar any better or worse?
    Ceizak has cheaper triggers but the dreadful energy buff floors melee accuracy, lowering the ceiling on plasm/hr. Morimar's dreadful energy buff increases mob damage output by a lot, but it's nothing that an awake healer can't handle, and its layout is slightly more efficient. So if gil/farming yggretes isn't an issue and you want the most plasm/hr, go with Morimar; otherwise, do Ceizak.

  3. #1463
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    For matamata, how much magic damage should be done after each tp for it to build it's resistance? Can a stone I for example trigger it while I hold it on mnk?

    Keep trying it with physical > zerg with formless, but it just doesn't seem to work as well, and lowest I've gotten it with 2 mnks is at 35%. Granted I haven't been able to snag much new delve gear, but my gear is decent I would think.

    Plus doing this way wouldn't limit me to formless's 10 minute recast.

  4. #1464
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    Quote Originally Posted by Rehn View Post
    Plus doing this way wouldn't limit me to formless's 10 minute recast.
    What about Hundred Fists? ^^;

    I mean, I don't think you can expect to do it without HF if your gear is weaker etc.

  5. #1465
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    Any word on what the "you hear a subtle mumbling sound" message indictes upon entry to fractures? seems rare.

  6. #1466
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    Quote Originally Posted by Fake View Post
    If you can get 17 people to wait patiently at the zone line rather than run around like headless chickens getting themselves killed then the other zones work, ceizak is just far less painful to gather for and the other zones don't have any major boons to warrant the extra hassle.
    Morimar has more plasma/hour potential, the evasion boosts in ceizak really do cut down on the max number of kills you can get in. If someone I get in a pickup group hasn't visited morimar once at least, I can pretty much determine that would have been trash and not invite them anyways.

  7. #1467
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    Morimar is WAY better than Ceizak for farming. Look at their differences.

    Dreadful Energy: capped evasion in Ceizak (bad for killing mobs), doubled attack in Morimar (meh)
    Layout: Ceizak is a bit harder due to more spots the T1-3 NMs can pop in.
    Ceizak mobs:
    A crawler that can do 800 conal damage, slows, and can double its defense
    A beetle that is a PLD, and can buff its evasion
    A diremite, which can give you slow that overwrites Haste
    A Ladybug that is a THF, can give AoE amnesia, and AoE attack down

    Morimar mobs:
    A Wivre that can give AoE attack down, but can also halve its own defense
    Lizards that can single target petrify, or have a minor evasion boost
    Bugards that can have a minor (much weaker than Cocoon) defense boost
    Efts that can dispel a single buff

    Morimar mobs are much easier to take down quickly, with less after-battle lasting status effects

  8. #1468
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    Quote Originally Posted by Darkmagi View Post
    Morimar has more plasma/hour potential, the evasion boosts in ceizak really do cut down on the max number of kills you can get in. If someone I get in a pickup group hasn't visited morimar once at least, I can pretty much determine that would have been trash and not invite them anyways.
    This is the logic I'm working with. If you can't zone to Morimar you're probably bad and should be culled. lol

    Fwahm also sums up what I'm thinking. Guess I'll make runs there once I catch up on all the Delve info.

  9. #1469
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    So I guess the consensus on Matamata is that it's not a constant number of WS's but something else? Just tried it and it didn't work after 7. (we think it could've reset after 6)

  10. #1470
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    Quote Originally Posted by Rehn View Post
    For matamata, how much magic damage should be done after each tp for it to build it's resistance? Can a stone I for example trigger it while I hold it on mnk?

    Keep trying it with physical > zerg with formless, but it just doesn't seem to work as well, and lowest I've gotten it with 2 mnks is at 35%. Granted I haven't been able to snag much new delve gear, but my gear is decent I would think.

    Plus doing this way wouldn't limit me to formless's 10 minute recast.
    I find the reverse to be a lot easier. We didn't get the win because we failed at the formless strikes hundred fist attempt and our MNK's 1HR was gone after our COR 1HR'd so we tried having a tank hold the NM and not do any damage to it while we had two pups Activate > Nuke > Deactivate along with a SCH starting with T1 nukes. When the T1 nukes started doing 1 damage they moved up in the chain until T5 nukes were doing very very low damage around 1-3. Then we waited for a TP (Which takes a while to charge so your melees can get ready) and after it went off they moved in and started to Melee/WS it down. We didn't get very far during the zerg because we didn't have our MNKs able to Hundred Fist, but our Sams were Shoha'ing for close to 90k. Having a BLU (Terror) or a SMN for Shock Squall would help to prolong the zerg phase I would think.

  11. #1471
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    Quote Originally Posted by larrymc View Post
    I had been struggling to get Morimar Basalt Fields T4/T5 KI with a pickup group alliance post 20 min time limit update.
    Tried T4 (pieste) several times, with COR & BRD rotations, 6 Bereaver DRKs, still no luck - this type of setup can be difficult for a pickup group not familiar with brd/cor rotations, which are required for win.

    I finally had success today on the T5 (Kurma) with a manaburn setup. I cant take credit for this strategy as I watched a JP alliance do this today so I just copied their setup.
    Exact setup - BLM/RDMx9 GEO RDM/BLMx3 SCHx2 BRDx3.
    The main idea (the first time) was to pop the turtle then kite it around the lake that is just east of the pop spot.
    BLMs just use thunder only nukes - Thunder 3,4,5, thundaja and thunderga III
    BRDs ballads, and SV N/T Finale harden shell if possible
    SCHs keep up thunderstorm, and embrava when MP was low.
    RDMs refresh & keep it gravitied (ES + Gravity II order)
    GEO - indi-focus (magic acc+) (just good for 1 party, not required but nice to have, and this party had hate most of the time)

    First attempted we popped it on earth day (1st mistake), and we spent way too much time running around the lake to catch up to it (2nd mistake).
    Gravity seems to wear quickly after first two ES gravity IIs. It depoped with 35% left.

    We used reive just north of the lake to reset our 2 hours, and waited for earth day to leave and tried again (water day).

    This time, just east of the lake where there was no agro, we created a "triangle of death". Each party of the alliance stood together, and at max casting distance from the other 2 parties. The idea was to make the NM do all the running, not us.
    This also enabled our brds & SCHs & RDMs to easily keep buffs up on each party as everyone was completely stationary.

    Aside from the turtle taking a full minute to reach our kill zone after the pull because of some strange pathing,
    this technique worked amazingly well.

    one party would briefly get hate, then another party would take hate away. Turtle just kept slowly walking between the 3 parties. Occasionally a blm would get a well timed 10k nuke, we just kept blink up, and used stun until another party could steal hate back. No deaths.

    If I had to do it again - would not have dragged it to east of the lake - would have simply set up the "triangle of death" using the 3 parties right at the pop spot.

    Won with 6 minutes remaining.


    I can confirm this setup and strategy for Morimar T5 "Kurma". I was one of the RDMs keeping Gravity on Kurma. This strategy worked out VERY well.

  12. #1472
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    Quote Originally Posted by Yeager View Post

    I can confirm this setup and strategy for Morimar T5 "Kurma". I was one of the RDMs keeping Gravity on Kurma. This strategy worked out VERY well.
    while I appreciate this info and give you grats to your kill, this setup doesnt help much. Best thing would be to find a setup that incorporates at least 2 melee PTs.

  13. #1473
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    Quote Originally Posted by Gokulo View Post
    So I guess the consensus on Matamata is that it's not a constant number of WS's but something else? Just tried it and it didn't work after 7. (we think it could've reset after 6)
    The two times we did it last night it reset on the 7th and was probably maxed on the 6th. A JP told me 5th ws, this thread says 7th ws. So there has to be some other factor here, yes, but I'm fairly sure it's narrowed down to at least between 5 and 7 unless someone has gotten it maxed earlier or later.

  14. #1474
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    Quote Originally Posted by Damane View Post
    while I appreciate this info and give you grats to your kill, this setup doesnt help much. Best thing would be to find a setup that incorporates at least 2 melee PTs.
    Why? You dont have a mage job leveled?
    Since when has any Adamantoise type mob been mele zergable or even killable since the release of this game? Besides NQ Adaman that is. Genbu, Aspid, Lofty Adaman? You think they are going to change that now? Back to the basics son, back to the basics....

  15. #1475
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    I'm assuming he wants two melee parties so it can be killed on the inside while maintaining the proper resources for the T4 and mega boss kill. That's the end goal

  16. #1476
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    If that's his plan than it doesn't seam favorable at all...... You should just farm Kurma beads outside to erase it from the fight period. Stick with Matamata and Pestie or Raptor. They seem the zerg friendly if done properly with competent players. He is just too much trouble to take out and too much time lost having to hope you land a good nuke between TP moves for the extra magic dmg boost. You want a balanced party for the mega boss not a all mage setup. Unless the boss is mage friendly. So chose the mobs that are balanced party friendly.

  17. #1477
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    Quote Originally Posted by Gokulo View Post
    So I guess the consensus on Matamata is that it's not a constant number of WS's but something else? Just tried it and it didn't work after 7. (we think it could've reset after 6)
    if you have a MNK with rigor baghnaks, you must zerg when you hit for zero (assuming no attack food/no attack buffs). The one time I sung minuets i used FS @ reset so missed the window. 2Handed DD will probably still hit for non zero. Pretty sure its the 7th WS since we kill it in 7mn 30s always.

  18. #1478
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    Quote Originally Posted by Damane View Post
    while I appreciate this info and give you grats to your kill, this setup doesnt help much. Best thing would be to find a setup that incorporates at least 2 melee PTs.
    It can be melee burned, it just unfortunately takes around 12-15 minutes so not remotely viable inside.

  19. #1479
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    I was doing a farming run the other day and i notice this was happening several times during the run. Has anyone else seen this happen? We were getting 100 plasma multiple times. Not sure if 2 mobs were being killed at the same time or if we got some type of buff inside because i think i remember seing a weird msg at the beginning when we entered. I didnt SS the msg i should have.
    http://i103.photobucket.com/albums/m...pscc8f22df.jpg

  20. #1480
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    It was reported earlier in the thread that a 100-plasm message was due to two mobs dying simultaneously. Should be easy to corroborate via parsing mob kills vs plasm return.

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