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Thread: Delve 2.0 discussion     submit to reddit submit to twitter

  1. #1061
    CoP Dynamis
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    Quote Originally Posted by Rehn View Post
    Bumping an olde thread.

    So a few friends and I want to get our delve II clear at last. We currently have the following jobs between us:

    MNK(spharai), SAM(non-RME), WAR(non-RME)
    SAM(koga)
    MNK(non-RME), support jobs

    and a few mage/backline alts including BRD(RME), WHM, COR, and a gimp GEO. Might have a RDM or SCH mixed in there.

    We're most familiar with yorcia, except for the morta NM, and boss obviously.
    Haven't really touched marjami except for hakawai.
    Done kamihr once and got destroyed by the gnole.

    What's the general outline we need to do for zone bosses and maybe the problematic NMs? I guess we can bead too if need be.
    Yorcia - bring slashing DDs. gimmicks for bosses are pretty self explanatory. for the morta, just kite it with gravity when it charms, do not face away and stand still because it can still gain TP from hitting someone. for the boss, have other backline jobs help out with paralyna/erase/etc because a whm without yagrush will be overwhelmed with duties.

    Kamihr - need mix of damage sources. we usually go with mnk sam rng for DD. mnk can take care of blunt and magic (cataclysm), sam is to make everything go faster because they just rip through everything (can also use sanguine/req I think for magical damage). RNG can take care of piercing, ranged, and magic damage, we also rely mostly on RNG damage on the lion and decoy shot the MNK. our SAM usually just DDs the boss until it dispels the SAM's buffs. the gimmicks on each boss can be found on bgwiki.

    Marjami - easiest is PLD/RNG strategy, pretty brainless tbh. also doable with melee DDs, just takes a little extra effort. for example, some people like to burn SAM 2hr on the harpy to negate wail damage.

  2. #1062
    Salvage Bans
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    For what it's worth, all of Podarge's TP moves can be stunned with Idris Macc+/Meva-(landed over 10 stuns without any resists). Was still getting resists on a none-Idris GEO, but that could possibly be corrected with a much more Macc focused stun set or simply using bolster.

  3. #1063
    E. Body
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    There is really no need to kite Hyoscya even if it charms,

  4. #1064
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    Quote Originally Posted by Hyriu View Post
    There is really no need to kite Hyoscya even if it charms,
    Its to reduce tp fed or gained so that it doesn't choose to eat the charmed player(s), gain hp and level up.

  5. #1065
    Puppetmaster
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    The easiest way around Hyoscya is to bring a Geo. Just have the Geo magic acc- on the NM/magic resist+ on the party. You should resist Fontale Charm 75% of the time. if you have the Geo 1 hour Bolster it'll be closer to 100%. Here's the strat we use for Yorcia 1~5+B, Typical clears in under 30 mins.

    pt setup~ WHM BRD COR GEO SAM SAM

    T1 Xag'Nar ~ Have the Geo Blind it, just zerg it. Cor does Sam/Fighters, Geo does Defense down/Fury

    T2 Laevvid ~ Have the Geo nuke tier 4 Water, Impact 1st if he has it. Cor Sam/fighters, Geo defense down/fury

    T3 Morseiu ~ Have the Geo spam nuke Fire on it to reduce the endrain effect, Cor Sam/fighters, Geo defense down/fury

    T4 Ircinraq ~ Geo does att down/evasion down, Cor does hunters/gallant rolls. a bit slower to zerg but everyone stays alive and its np. Geo also dispels.

    T5 Hyoscya ~ Geo does magic acc down/magic resist+ for party, Cor does Fighters/Sam. i usually have all Melee stand on opposite sides and have the Geo 1 hour Bolster for a quick no worry zerg. Kill this fast and its np.

    Mega Boss Wopket ~ Geo does evasion down/defense down, Cor does Hunters/Sam. Samurai's does 1 hours at start, Cor Wildcard resets at 50%, Continue to Zerg making Light SCs, have Geo dispel, and its typically dead in about 6 or 7 mins.

    If any questions on other zones/ NMs can PM me.

  6. #1066
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    Quote Originally Posted by Loire View Post
    Its to reduce tp fed or gained so that it doesn't choose to eat the charmed player(s), gain hp and level up.
    I never saw it kill the charmed player unless the other melee forgot to turn.

  7. #1067
    First invited, last in the zone.
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    Quote Originally Posted by Hyriu View Post
    I never saw it kill the charmed player unless the other melee forgot to turn.
    Below 25% HP it can gain enough TP from hitting people with their back turned to eat players. (Not necessarily *will*, but *can*. I'd say I've seen it happen maybe 10% of the time.)

  8. #1068
    Ridill
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    That's why you blade bash!!!!

  9. #1069
    CoP Dynamis
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    Quote Originally Posted by dasva View Post
    That's why you blade bash!!!!
    next level

  10. #1070
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    Quote Originally Posted by Univarsity View Post
    The easiest way around Hyoscya is to bring a Geo. Just have the Geo magic acc- on the NM/magic resist+ on the party. You should resist Fontale Charm 75% of the time. if you have the Geo 1 hour Bolster it'll be closer to 100%. Here's the strat we use for Yorcia 1~5+B, Typical clears in under 30 mins.

    pt setup~ WHM BRD COR GEO SAM SAM

    T1 Xag'Nar ~ Have the Geo Blind it, just zerg it. Cor does Sam/Fighters, Geo does Defense down/Fury

    T2 Laevvid ~ Have the Geo nuke tier 4 Water, Impact 1st if he has it. Cor Sam/fighters, Geo defense down/fury

    T3 Morseiu ~ Have the Geo spam nuke Fire on it to reduce the endrain effect, Cor Sam/fighters, Geo defense down/fury

    T4 Ircinraq ~ Geo does att down/evasion down, Cor does hunters/gallant rolls. a bit slower to zerg but everyone stays alive and its np. Geo also dispels.

    T5 Hyoscya ~ Geo does magic acc down/magic resist+ for party, Cor does Fighters/Sam. i usually have all Melee stand on opposite sides and have the Geo 1 hour Bolster for a quick no worry zerg. Kill this fast and its np.

    Mega Boss Wopket ~ Geo does evasion down/defense down, Cor does Hunters/Sam. Samurai's does 1 hours at start, Cor Wildcard resets at 50%, Continue to Zerg making Light SCs, have Geo dispel, and its typically dead in about 6 or 7 mins.

    If any questions on other zones/ NMs can PM me.

    Don't use fighter and Sam roll unless you are 100% sure you're attack capped, and you're not going to if your Geo does eva down macc down etc.

    Don't use fighter with mythic DD in pt.

  11. #1071
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    Try addle too, lowers m.acc. Every bit helps.

  12. #1072
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    Rehn Valor
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    Does darkness skillchain damage dispel cailimhs aura? We used beads and went with a BLM spamming earth, but the damage done varied a bit and aura took a while to take down.

  13. #1073
    Ridill
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    Darkness would probably end up doing ice dmg unless you reduced it's resistance to earth

  14. #1074
    HABS SUCK!!!!!
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    If its weak to earth, wouldnt the darkness SC prioritize earth?

  15. #1075
    Ridill
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    Weak to doesn't necessarily mean less resistant to. Iirc the wkr version ice was working better when it first came out and we found out about aura stuff.


    I can say that gravitation and scission would take aura off wkr for me almost everytime

  16. #1076
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    If I'm not mistaken, from my experience, auras for T1 come off from straight up # of damage hits of X element(which is why /RUN or Enspells rock their face). T2 delve Boss auras require magic burst damage but might be X damage rather than # of elemental hits, cuz i have knocked off auras with powerful magic bursts in one shot. I think its extremely difficult to take off auras of t2 delve without magic bursts, I've tried in 18man runs when it first came out, chainspell aeroIV for 4k a nuke, like 10-12 nukes and it didnt drop Wopket's aura.

    I think new WKR bosses and Delve II NM share the same aura mechanics and ive soloed a number of Hurkans on BLU. From my observations, earth damage from Tellus and Lunge/Swipes never take his aura off. When I self skillchain dark, and drop a 8k darkness on him his aura never comes off. But if i MB off that skillchain with a 800 damage swipe or 3k lunge or burst affinity embalming earth? Aura comes off every time. I noticed similar patterns on marjami bird. Made darkness with rng as pld/run and mb with Lunge and takes his aura off.

    tl;dr I'm 95% sure that for delve1, number elemental attacks takes aura off, could be random, usually under 10 either from MNK/RUN fists or nukes or whathaveyou. For delve 2, i've seen a single magic burst of the proper element taking aura off almost every time, and i'm fairly sure its extremely high, if not 100% chance of removing aura after one MB. From watching solo sch in delve, it seems to be the case. So sc damage alone wont work or is very low chance.

  17. #1077
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    soo....... how would i go about doing a melee setup for marjami? penguin was a total pain in the ass when i did it outside and i still dunno how to get around harpeia wrecking people

  18. #1078
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    From what I know, a total of 10,000 wind damage will always drop Yumcax aura and I'm certain that Wopket works in a simlair way, aura drops everytime after 2-3 Wind Blade or a big SC for us. It has become a common way to remove it with just Light Skillchains now.

  19. #1079
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    Ironbeak was indeed a PITA when my friend and I tried to bead farm it. I found going as sam best since you don't kill yourself like a MNK would due to spikes, and you can easily skillchain to take chunks of his health away. Turning around wasn't an issue since the chargeup time was long enough. If you can manage that and chip away at it, I don't see it taking long.

    For harpy, we just burned yaegasumi since it was a pain and she goes down fast anyway with skillchain damage/ws spam.

    Admittedly, we used 3 beads since all we wanted was a clear, but for boss himself:
    • Macro for shell V and immediately apply it after Static Prison. Rather waste some MP to cast it than waste time typing out I need shell.
    • As Ophannus stated above, our group also found SC+burst getting rid of aura majority of time over mindlessly doing earth damage. Start saving TP for skillchain when you see Crashing Thunder (aura begins after).
    • Scherzo helps as well when aura is up.
    • Hybrid TP set. If they don't have a defending ring, something like yacuruna ring/+1 is pretty good. Twilight torque/mollusca mantle as well. Add whatever else you have.

    Any more than 2 melee and you're probably in for a long haul imo. I find 2 melee best since its less debuff/buff reapplying to deal with.

  20. #1080
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    for clarifaction, i already have experience clearing it with rngs plenty of times, just trying to find alternative farming solutions to yorcia since it can get kind of boring spamming it. is there no way around harpeia other than yaesagumi? only let's us do 1 run at a time before having to rely on resets

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