The treant is annoying as hell with its dt. Kills Yorcia delve runs. The belladonna looks to be bad too unless we figure out how to stop the charm.
The treant is annoying as hell with its dt. Kills Yorcia delve runs. The belladonna looks to be bad too unless we figure out how to stop the charm.
Scythe gets +MAB but has no +Magic Damage? What a joke...
MBed Stone V proced Cailimh.
He began with Reverse Current > Brownout spam > Sparkstorm > Crashing thunder.
Edit: Subsequent Stone Vs did not proc; EarthDY; May just be MB a nuke corresponding to DY?
Proced Cailimh again with MB Stone V. This was on WaterDY and we MBed Stone1/Water1 without proc, so either damage requirement or specifically Stone V.
Ya for treant my group just spammed water and timed ws and any other dmg during animation, made tree way faster.
You can stagger your casts of water spells and get very long duration, about 30-60 seconds, of full melee damage. Once it goes back to 1-4 damage/hit, nuke once again until you start hitting for full damage.
Just cleared all 3 new zones 1-5 +boss, well that was easy.
info on Kamhir/Yorcia bosses?
how about info on strat for say...gnole?
we never made it past the raaz, ive seen several people say stuff about it but i dont think anyone was successful, it just keeps leveling up no matter what we do
but for gnole im pretty sure no debuffs is what ive heard people say, havent dont it inside, we did it monday as a LS and just did more dmg than the cures but idk if that a viable strat inside
In Marjami, Is the mega just to the east of where the Tulfaire sits or to the west of the Harpeia? or somewhere else?
Way too much yelling over 18man casualbads vs. 6man A-teams, way too little yelling over Bechyni popping in with, "lol this is so easy guyz" while offering zero insight into things the majority of us are currently struggling with
Stay classy
12 man seems pretty optimal for linkshells, i mean plenty of space for errors, an the HP on the mobs isnt that bad.
Also i totally agree that there could be more benefits for larger groups, but after some time, people will have the drops and airlixirs and plasm for materials is going to be the real benefit and interest, in which case, more people means more plasm, its only a temporal issue in my eyes.
And another thing before going back to lurking, whoever said "we are awesome, we beat it all, so easy meh"(paraphrasing a bit) can eat a bag of shitty assholes, hated people on the start of delve who didnt want to be helpful to the community, when the same people won because of the cumulative information provided by said community...
Rather than this completely retarded discussion of 6man vs 18man again (take it dev discussion where your snowflake selves belong), how about some real info people might be interested in?
Kamihr Drifts observations:
T1 Raaz: As it levels up it gains massive DT to all except 1 type of damage, slashing blunt piercing etc. I am unsure if ranged is categorised separately from piercing or if magic is considered for it. After enough of the applicable damage type has been done you will proc blue and all its DT will reset for a short time then it starts over. I do not know if triggering blue also reset its level ups (which give it a large evasion boost after a few uses), there may be a separate red trigger that hasn't been stumbled across. Best strat is equal balance of magic/slashing/piercing/blunt/ranged(?) damage so you can keep blueing.
T2 Gnole: Silence triggers red !! which I believe prevents plenilune while its on. I haven't been able to figure out what procs blue to remove DT yet but light damage/skillchains seem to a likely answer, it may also be to do with acting on it while its using a tp move.
T4: Ram: Changes damage type every 10%, it either takes ranged, melee (all types) or magic damage. It can be the same damage type for successive 10% intervals, its just completely random (we had 70% > 30% all magic damage). Wildfire works during magic phase but Requiescat doesn't. Again you will want a balanced party type to bring this down in a reasonable time frame.
Tiger: Nothing special, seems like a simplified copy of WKR, same as Cailimh. Saw encumberance that locks gear rather than removes it. It cannot be stunned (Eseal was resisted) and it can dispel buffs so looks like another case of PLD + RNG.
5NM+Boss definitely seems possible once we figure out exactly what gnole blue !! trigger is. Something along the lines of PLD WHM BRD RNG RNG MNK/RUN. Both rng will need to be able to melee properly when called for and will also need wildfire unlocked. 18 man setups would be a lot more forgiving since you don't need stun the alliance setup will scale well for damage.
This zone is by far the worst set of NMs to kill fast since 2 of them are designed to combat any sort of job stacking we saw in old delve.
Unless there's a gimmick to the tree's ranged(piercing?) resistance, Yorcia doesn't seem to allow for job stacking either.
And not that it's tremendously helpful when the boss isn't really on clear status, but the belladonna is handled simply enough with Fealty(using RD/WC to reset it) and/or shadowbind and sleep. It dies quickly enough that you can just annihilate it and do whatever necessary to keep Fealty active 100% of the time, but we didn't have much trouble with a Shadowbind on the NM and a sleep on me(PLD). Charm wears off quite quickly.
We proced blue !! on gnole fairly consistently by spamming light elemental damage (dia/banish/luminohelix/enlight), no skillcahins because we were just playing around with one DD, but without red !! we couldn't overcome plenilune embrace.
Any info on yeti? Couldn't come up with any evidence on level up mechanics: did not react (at least straight away) to provoke, weaponskills or TA/SA/Feint, did not react to direct magic damage or DoT of various elements.
Somewhat curious: didn't level up while thf was tanking, save for dinging shortly after hate went back to mnk. No WS ir JAs used to switch hate, just melee. DDs were THF MNK MNK RNG (COR, SCH as other sources of damage)
Any idea what triggers the massive damage boost on harpy? ice damage didn't seem to help. We manage fine, but we often have a pld death at low hp with a very good DT set+minne+scherzo+topped hp, gets a little silly.
So does there seem to be a pattern behind the various tells on each mob?
Here's what I've put together:
Blue - Player triggered phase change, ex. MB aura removal, boar -DT swap (and possibly level reset), must be worked towards
Red - Prevention or locking of specific problematic TP moves, ex. beastruction
2hr Animation - Distinct unpreventable phase change, must be worked around, ex. ram DT phases.
Anyone have any evidence against this proposed pattern?