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Thread: Delve 2.0 discussion     submit to reddit submit to twitter

  1. #501
    Relic Horn
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    Are there any ideas on if it's possible to prevent Wopket from using Uproot to restore his aura?

    From the testimonies in this topic, about half mention that after the aura is brought down the first time, he never puts it back up, so he never uses Uproot or Timbeeer, and the kill is very smooth.

    However, the other half mention that he brings up his aura again at about 50-60%, and then he starts spamming (3-4 times in a row with minimal tp given) Uproot and uses Timbeeer, which makes everything go pear shaped.

    My group just had a beaded run where we had 25 minutes to kill Wopket, but because at ~60% he just started relentlessly spamming Uproot and Timbeeer, there was nothing we could do, so a way to prevent the initial Uproot that restores his aura would be amazing.

  2. #502
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    Quote Originally Posted by Fwahm View Post
    Are there any ideas on if it's possible to prevent Wopket from using Uproot to restore his aura?

    From the testimonies in this topic, about half mention that after the aura is brought down the first time, he never puts it back up, so he never uses Uproot or Timbeeer, and the kill is very smooth.

    However, the other half mention that he brings up his aura again at about 50-60%, and then he starts spamming (3-4 times in a row with minimal tp given) Uproot and uses Timbeeer, which makes everything go pear shaped.

    My group just had a beaded run where we had 25 minutes to kill Wopket, but because at ~60% he just started relentlessly spamming Uproot and Timbeeer, there was nothing we could do, so a way to prevent the initial Uproot that restores his aura would be amazing.
    Maybe it's time based, when we kill it in about 4min, we don't see aura back up, when we take longer 6-10min we see it again; our setup is always the same and we never do anything different on it

  3. #503
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    Quote Originally Posted by Fake View Post
    If you're taking 18 people then 1 of the nukers can be rdm for saboteur silence, rdm should be doing nothing but silence as soon as it wears. Our issue had been overachieving mages who refused to sit there and watch the log for it to wear off and try spamming other spells inbetween, which just isn't worth it.

    The longer the fight drags on the more you'll resist/duration cut on silence and the higher the chance you'll end up using Ontic.
    We actually did take a RDM, so I suppose it's probably his gear. I was thinking he was geared well, but maybe not. We were definitely not seeing 30sec-1minute silences through the fight. After 2-3 silences they were wearing off pretty quick.

    Would anyone happen to have approximately how much enfeebling+ and MACC+ you guys are using that you aren't having trouble so I know what to look for? I'm in no way a mage. Also this is without a Geo, yes?

  4. #504
    Relic Horn
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    I enfeeble in delve with +97 magic accuracy, +81 enfeebling skill, +228 magic accuracy skill from weapon, and +201 MND. I also stack on Klimaform for the relevant enfeeble, which seems to be worth somewhere around 20-30 MACC.

  5. #505
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    for Azeman we use Gekko

  6. #506
    Relic Horn
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    I like my MACC, so around +180 Pure MACC+ for me on SCH, no additional enfeebling skill.

  7. #507
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    Utkux TP moves :
    Biting Abrogation : AoE Paralyze + Knockback + Dispel 3-4 buffs.
    Brain Freeze : Conal Amnesia.
    Permafrost Requiem : AoE Terror.
    Polar Roar : AoE Bind + Knockback + Aura Paralyze + Frost + Ice Spikes (while casting or readying TP moves)
    When Aura up :
    Glacial Tomb (spam) : AoE Bind + Encumberance.
    Glassy Nova (rarely or after a while) : AoE full Dispel + All stats down.

    Encumberance has a very short duration (10-15 seconds) and only prevents equipment swaps (does not remove them).
    None of his TP moves are particularly strong on melees, they hardly break 1k.
    Light SC+7k MB Meteor Strike has removed aura 3 times on 4 attempts.
    No sign of DT reduction or resistance / weakness to a certain weapon type.

  8. #508
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    Our Monk claimed that the Lion took good damage in the first 25% from Blunt, but that could have just been because he still had full buffs. We did a 6 NM clear of Kamihr with 6 people, but found it to be the hardest zone for that. I'd post more info, but I haven't been keeping up in the thread and I assume the strategy is already known.

  9. #509
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    Its not commonly known since the incentive to farm that zone is far lower combined with the fact its much stricter on time than yorcia. Shame all the NMs are a complete joke and your purely hindered by stupid damage type limitations keep you from killing in a timely manner if you roll the dice badly.

  10. #510
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    Well, I think we cleared with:
    PLD (Ochain/Aegis), MNK/RUN, RNG x2 (Annis with Wildfire access and axes), WHM (Yagrush), BRD (Rel/Emp/Myth)

    You're going to time out a few times due to bad pulls, let alone weird resistances, because there are a huge number of monsters between the Tier 3 and the boss and there's pretty much exactly one way to sac pull it right, which I have no way to draw. Tier 1/2 are the same as every other zone, placement wise, and then the Coeurl is to the left rather than right and there's a big safe area outside its spawn spot that pretty much screams "sac pull everything to me!" The Ram NM is at the beginning of a gauntlet leading away from this area that has two potential left turns and one potential right. You should pull the Ram NM back to the safe spot where you fought the coeurl and kill him there. After the ram, run the gauntlet. Pull the monkey from the second left (you should be able to get him on widescan) and run him towards the only right. At the end of this path, there is going to be a path blocked with a bush (boss bush) on the left and a cul-de-sac on the right with a Rambunctious Ram in it. Your party needs to go to the cul-de-sac with the monkey while your bard dies near the boss bush.

    Beyond that:
    Tier 1 - It's the boar. Hope you don't get too much slashing. Make the paladin earn his daily bread if you do! If your monk has vampiric claws, all the better.
    Tier 2 - Silence to trigger blue (need a good WHM, use wind threnody as well), Lux + Lunge / Holy / Trueflight to trigger red. This guy can floor people with counters + melee hits when Cacophany is up, so watch yourself.
    Tier 3 - Coeurl just falls over and dies. Make sure your PLD and MNK are competent enough to turn around.
    Tier 4 - Just play the Ram damage mode game (changes resistances when it uses a 2-hour animation, every 10%). Edit: Magic is your worst enemy! (I'm a bard, sorry!)
    Tier 5 - Monkey is probably the second easiest mob in the zone for us. Maybe try to time WSs for when he is WSing.
    Tier 6 - Start out with songs. Make sure at least one melee stays alive and in Decoy Shot position. Use fire runes + HF or something to drop the first aura and your melee might even retain songs for the first 50%.


    I feel this was the most challenging zone to clear with 6, but we also only cleared it once and pretty much said "well, that's done" and walked away because (as Fake mentioned) the incentives are so much lower than other zones. Zero attempts to optimize. If people are interested, I can confirm that the Lion's Staff's Ice magic attack bonus +15 is actually +15% in the staff term, so it's essentially an iLevel Aquilo's Staff.

  11. #511
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    Couple of things just to clarify/make people aware of if they are attempting this:

    Tier 2: Red is silence and blue is removal of the massive damage taken boost which it gains immediately after Cacophany. Whoever has hate when you see it use cacophany needs to use PDT/Acc set immediately because of the counters you mention (PLD doesn't need to PDT but mnk can get killed in 1 of its own attack rounds in reg tp gear.

    Tier 4: Ram is split into melee, ranged and magic damage only. Light/Pale Blue = Physical (blunt/slash/pierce all work), White = Magic damage, Green = Ranged. Worst is magic damage for obvious reasons given the typical 6 man setup and enough of these in a row will sink too much time on this NM.

    Tier 5: I was told by JP that it levels up after it uses calcifying claw 4 times, no idea how to blue it (if its even possible).

  12. #512
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    Oops, thanks for the corrections. I don't catch all the melee details while on Bard.

    If you wanted to beat this zone just for the KI, I'd bead the Ram, the Raaz, and the Gnole. Then go 3x RNG, BRD, PLD, WHM. You'll have plenty of time for the boss, and rangers are the solution to dispel TP moves.

  13. #513
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    Quote Originally Posted by Fake View Post
    Tier 5: I was told by JP that it levels up after it uses calcifying claw 4 times, no idea how to blue it (if its even possible).
    I've seen this level up after Soulshattering Roar and another non-Calcifying weaponskill (I think it was Divesting Stampede, but I'm positive on the Soulshattering Roar). It's probably just after X weaponskills or something. It's still annoying.

  14. #514
    Hydra
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    Anyone know what the Path C for the new delve 1h sword is?

  15. #515
    Aramaic
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    Quote Originally Posted by Fireon View Post
    Anyone know what the Path C for the new delve 1h sword is?
    Hp, Acc, MDT- unsure of capped numbers.

  16. #516
    Relic Horn
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    Ukudyoni (delve boss great sword)'s latent activates on thunder weather, but not Sulpor (unless it takes 3 Sulpors, which I can't test).

  17. #517
    Relic Horn
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    Negative, unfortunately

  18. #518
    Ridill
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    Bahamut

    What about Thunderstorm?

  19. #519
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    Kind of random, but it might be worth a few tries:
    http://www.ffxiah.com/forum/topic/34...s/188/#2587639

  20. #520
    Relic Horn
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    Quote Originally Posted by dasva View Post
    What about Thunderstorm?
    Thunderstorm does work, which is how I tested it. I actually haven't technically tested it in natural thunder weather.

    So basically, it's a bit better than AA great sword if you have a scholar in alliance, but is worse if you don't.

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