new bayld farming spot, T5 legs give 9500 bayld. With no worry of aggro, just find ascension and gtfo.
Funguar are definitely weak to magic, lol. This was with light arts up too
Panopts are weak to piercing, Morbols weak to slashing, Treants to blunt
Holy crap that dmg boost. Hmmm once we learn all the difference sounds like blu could be a real powerhouse maybe with the ability to switch between dmg types. Even got a decent AOE of each type except blunt... though frypan might make a come back after this lol
I'm not sure why anyone expected this to be that difficult when a lot here have megaboss armor/weapons. The Ilvl of the event is only 113?
I don't think anyone thought it would be boss-level difficulty, but I would put this below even the T1-3 NMs in difficulty (which are iLVL 110).
Yeah I got 5,8k FireV damage (on Light Arts!) with my <Too weak> gear.
I dropped my jaw until I realized funguars just take additional magic damage
Are tiers above T2 less boring? My main problem with T1-2 is that mobs were spawning too slowly, forcing you to wait whole minutes, making the event a bit too boring/slow.
Aside from the awesome drops, I had more "fun" in Cirdas and especially Rala Skirmish events so far.
So I'm gonna just throw this out there, because thats two "I had light arts up OMG" comments now: Nuking in Light Arts means you have increased cast time, increased recast time, and increased mp cost. Other than the lower macc due to the non-adjusted elemental skill from dark arts, your max damage potential will not be affects whatsoever, unless there is some gear mod that offers MAB to dark arts that I'm overlookin.
Fap worthy WS, SC or MB damage: This was with light arts up too.
BLU certainly performs well in here. Delta thrust on morbols, heavy strike treants, not sure what rabbits are, or rafflesia, or flytraps. I don't think they are piercing because I had quad cont. up and didn't notice any difference. They might be magic, ranged damage, or staff/club-blunt (not h2h).
Really doesn't matter though. Once you kill enough of the bases you're standing around more than fighting. I don't mind it being easy, but it's just plan boring.
Bullseye!
It's like ~70 skill difference or something like that?
And also no Klimaform up but that has nothing to do with Light Arts, just a matter of personal habit not keeping it up as a buff when I'm on Light Arts compared to when I'm on Dark Arts.
Did have Fire Weather up tho, and my all-so-powerful Chatoyant Staff.
Event is more waiting than anything, to be honest. Should have been more fast paced. ~~;
Yes, that's what makes it boring for me compared to Cirdas and Rala, at least on T1-2.
Do you still get all the silly and annoying waitings on higher tiers?
Maybe they did it on purpose because they felt like groups would have needed time to /heal and stuff?
Also, I was having issues sticking any kind of debuff on mobs, but I never got the immune message.
Since my macc sucks, anybody with better sets can confirm if they could stick stuff reliably on those mobs?
Only casted Carnage Elegy three times on BRD mule, but it landed successfully on Flytrap, Beetle, and Sapling.
With our group we tried: Bind, Sleep, Gravity and probably something else, all resisted (but not immune) on my SCH, which truth be said has a pretty weak macc build.
And also Foe/Horde Lullaby on a really well equipped BRD, resisted all the times but, again, no immunity.
Maybe they're just very very resistant to movement impairment stuff or crowd control.
After you went to bed, We did 4/5/3 Run. There were still a lot of period of "Waiting", and the only thing that changed seemed to be the type of monsters that spawned... We got a few Belladonna which were easily killed like all the other mobs.
Towards the end they'd start coming in waves of 5 from one direction and 2 from another, and they came quicker, But nothing the WAR's couldn't handle. Overall, It was still really quite slow earlier on but picked up near the end... we killed about 170 Mobs total.
Just got done with 12 runs, most of which were I/I/I with a couple of III and IV in random combinations.
The wait times are pretty silly for the first 20 minutes. It's as if they expected mages to be completely out of MP and needing to rest to full each wave. I went WHM each time, which was terrible healing overkill for about 95% of the waves. The only time it got hectic was at the very end of a higher tier run when DD panicked and attacked everything before it got to the tent. The tent can take a lot more of a beating than players. We actually wiped and the last 6-7 monsters of the wave pretty much sat on the tent while we reraised, raised, and recovered. When we unweakened, the tent was at 77%.
In those runs I accumulated 1 Gendewitha Feet, 2 Wings, and 3 +1 stones. Others in my party got multiple +2 stones and 8 wings. Are the rewards somehow participation based? As a WHM I had very little to do besides the occasional 2700+(!) Holy on mushrooms and hasting people. I don't think WHM is the most useful job for those tiers unfortunately.... think a RDM or SCH could heal just as well and also put out a lot more damage. Maybe in 5/5/5s?
The Gendewitha feet were from a winning roll. We averaged 2 pieces of armor in the pool each run.
I imagine its the same as Old Skirmish Drop wise.
T1 Body = 2 Armor
T2 Body = 3 Armor
T3 Body = 4 Armor.
etc.
Did about 5 1/1/1 runs last night.
Sch Dnc War Drk Rng Mnk. Rotated Rng and Drk for Blu and Run for the last 4 runs, then brought the Rng back replacing the War. Mnk had Oats and the Rng had Echidna's. Everyone else was on wildskeeper or skirmish 1 weapons.
Monster count varied between 53 and 53 monsters. Possibly dependent on how fast we killed the lairs. Oddly enough I did not get the translurry key item on my first run (first that I entered). I got it on the second though. Everyone else in the group went 1/1 on translurry when they took us in.
Does the lair quantity go up as the body tier goes up? I know the layout changes and the direction monsters come from changes.