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Thread: Escha - Ru'Aun thread     submit to reddit submit to twitter

  1. #1281
    Relic Horn
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    Quote Originally Posted by Protey View Post
    Pining Nocturne is the equivalent of addle but still landed. I think the only enfeebles that don't have resist traits are frazzle and distract. Correct me if I am wrong.
    Frazzle and Distract lack specific resistances, but those are a separate mechanic from Resist X traits.

  2. #1282
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    Quote Originally Posted by Fwahm View Post
    Frazzle and Distract lack specific resistances, but those are a separate mechanic from Resist X traits.
    How so and what's your proof of this?

  3. #1283
    Ridill
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    Only thing I remember was the jp dev post

    Immunobreaks can only occur on enemies with a resistance to a certain spell. The spells Distract and Frazzle do not have an associated resist, so Immunobreaks will not occur with them. To compensate for this, these two spells have a magic accuracy bonus.
    Which isn't exactly specific enough to determine but it does sound like they are talking about traits or trait like. Also sounds like immunobreaks were sort of made to help counter that trait like resistance but only for enfeebles

  4. #1284
    Fake Numbers
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    Kujata

    what is the pre-req to be able to obtain beads from bead pouches, or silt pouches for that matter? Cannot find anything about a pre-req, but just tried using a few of each, and get the "Obtains 0 escha beads" or "Obtains 0 escha silt"....

  5. #1285
    Relic Shield
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    Quote Originally Posted by cosworthrs View Post
    what is the pre-req to be able to obtain beads from bead pouches, or silt pouches for that matter? Cannot find anything about a pre-req, but just tried using a few of each, and get the "Obtains 0 escha beads" or "Obtains 0 escha silt"....
    That usually means you're at the maximum amount that you can hold. If you have not, go to any Escha NPC and buy the following with Silt:

    Eschan Urn - 2k
    Eschan Cellar - 10k
    Eschan Nef - 50k

    https://www.bg-wiki.com/bg/Category:Escha

  6. #1286
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    Bismarck

    Does anyone know what to do about Warder of Courage Mijin Gakure? It seems they can use it almost instantly when the wynav's pop.

  7. #1287
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    Ziz Gorlin
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    i've never had that issue. are you using vex/attune? pld/blu can cast AoE to get hate on all of them then the vex/attune geo can cure the pld and mijin does like, nothing

  8. #1288
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    Bismarck

    Wasn't using Idris attunement, but was using Idris Geo-Vex. It did over 3k dmg. Not all GEOs were using indi-attunement (we had 3 parties).

  9. #1289
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    Ziz Gorlin
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    18 man is gross as fuck for this fight

  10. #1290
    Cerberus
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    So WoC does scale with #ppl?
    That's good to know. (was still operating under the idea that it's HP is static and you just gotta suck it up if you lowman it)

    Congrats on all those Aeonics. I look forward to y'all's progress on the creation. (Please share that!)

  11. #1291
    I think FFXI should be Free-2-Play
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    Quote Originally Posted by FaeQueenCory View Post
    So WoC does scale with #ppl?
    That's good to know. (was still operating under the idea that it's HP is static and you just gotta suck it up if you lowman it)

    Congrats on all those Aeonics. I look forward to y'all's progress on the creation. (Please share that!)
    It's been confirmed that WoC HP is not static, so does other Geas Fete NM:
    http://www.ffxiah.com/forum/topic/29...d/410/#3017827

    That's why almost every group that I know of try to kill WoC with less than 8~10. personally I rarely do T1~3 with more than 3 people, unless I really need extra. NM just takes longer to kill with more members.

  12. #1292
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    Yeah, all NMs do. Most NMs don't have a change in strategy but WoC is a little different since it'll be really hard to stagger 4-5 deaths in 1 SC and landing 99,999, so you need to rayke(+gambit) to reduce the resist wall down to 30% to get 8x death 99,999 (assuming your BLMs are good). It was only a little bit slower than our 10 man setup (5:30 vs 4:08) but it's kind of a pain in the ass and I don't really wanna 18 man it anymore, lol.

  13. #1293
    Blue Magic is Best Magic
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    SE's perfect solution to bigger groups lol, force them into smaller ones.

  14. #1294
    Groinlonger
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    I believe it actually took around seven and a half minutes. Five skillchains got it to 7%, six total to kill it. However, not all of our BLM were geared well for Death. I think maybe only around half of them were. There were quite a few 50k~ Deaths and my Deaths were hoovering around 83k with full MP and damage -30%~(Rayke) from the magic cluster reduction. It was lightsday though, so there's that, and we only had normal Acumen (not Idris.) With better Death gear on the other BLM and Idris GEO for the BLM PTs, I think this set up could definitely 4 shot it in 3 mins. I don't feel like doing it this way adds any value, I don't recommend it. I do feel the magic defense on Bracelets WoC is quite high. If it's easier to get 100k on Teles or other NMs, then 3 shotting them with 12 BLM, PLD GEO GEO RDM SCH RUN could be possible (Rayke Rayke Soldier's). Again though I don't recommend this. It's difficult finding that many people who are geared well enough to pull it off and doing things with fewer people is preferable.

  15. #1295
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    7.5 min was our first attempt (that we lost to benediction), and acumen was entrusted so it's (supposedly) not affected by Bolster either when we did that. But anyway, I pretty much agree with everything you said. If for whatever another 18man LS decides to try to kill WoC for all of its members it'd certainly be easier to just cycle some members around per kill, the 10 man setup can easily also sustain 2 more people not doing a whole lot and still killing it in a reasonable time provided the BLMs have good death sets.

  16. #1296
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    Quote Originally Posted by Tachi View Post

    We killed Kirin many times with this setup, it's pretty much impossible for us to lose now, don't need of Nirvana or Idris (we do everything without Idris btw)

    White proc prevent Kouryu from doing two TP moves / spells back to back and possibly cancel its regain but this lasts only a short period. I have also read somewhere that it can't use Absolute Terror before Astral Flow (which call the four gods and likely increases its power)



    Quote Originally Posted by EjinCaitsith View Post
    We've refined the original Kirin/Kouryu BLM zerg strategy into as low as I think we can get it. It requires 2 extra people compared to the 7-man SMN strategy. One being a 2nd GEO due to the importance of vex/attunement and keeping slow off the BLM and the second being a second BLM to ensure enough damage is being dealt. Outside of player error, this is also a very reliable strategy. The only things that screw us up are when Kouryu uses hundred fists or if the holding PLD dies to Seiryu(which really shouldn't happen if they are on the ball with JAs/temps).

    Here's a video of one of our more flawless runs if it helps any groups out there still trying for a win.

    Hi all, our group needs some advice for Kirin/Kouryu lowman setup. We've tried both SMN and BLM but 2nd phase has always been a pain even though it seems easy in the video. We did pretty much everything in the video including all JA and temps, not sure what else are missing.

    1: Do you recommend 2nd GEO for vex/attunement to make things easier? It's another 130K hp with 1 extra GEO so I only used 1 GEO in previous attempts.

    2: Is Rayke 5/5 a requirement to kill Koryu in time before terror temp item wears?

    3: Do you recommend 1 extra healer for the pld that holds mini gods? Again, there's a pretty high chance of pld accidentally die to Seiryu.

    Thanks in advance.

  17. #1297
    Sea Torques
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    double post.

  18. #1298
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    The group I rolled with went RUN, PLD, WHM x2, SCH, COR, GEO x2, SMN x3. The PLD pops at #1 and uses sprinters drink to run west and down the ramp, back east and around the corner so is under the bridge. The 2nd WHM cures the PLD from up top standing on the bridge. vex/attunement on one GEO, languor/malaise on other. COR does puppet/companion. Just do normal SCH SCs and Wind Blade BPs (make sure SMNs are 5/5 on WB, no point making it harder than it needs to be) until about 70%. At 70% the SMNs can hit astral flow to up their damage (still do SCH SCs with Wind Blade BPs). At 50% Kirin will switch to Kouryu, when that happens everyone gets situated on its front feet. The RUN will hit gambit/rayke, one SMN hits alexander, everyone uses terror prevention temp item. After making sure gambit and rayke are on the SMNs will use astral conduit. The one SMN that did alexander will be a bit behind, but after using an ether3 should be able to join in for a few BPs if necessary. It will drop from 50% to 0% in less than 30 seconds. You should have ~100% success rate with this method.

  19. #1299
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    Quote Originally Posted by Protey View Post
    What the group I rolled with did was have 2x whm, 3x smn, cor, 2x geo, pld, run. vex/attunement on RUN tanking kirin/kouryu. other geo does languor/malaise. cor does puppet/companion rolls. We had a PLD pop at #1 and use sprinters drink to go west and down below and around the corner to under the bridge on the east side of the pop spot so the 2nd WHM can cure from up above. Just do SCH MB and normal SMN wind blade BPs (make sure SMN are 5/5, no point in making it harder than it needs to be) until it turns into Kouryu. At around 70% SMNs use astral flow to increase damage. At 50%, after switch to kouryu and everyone gets situated on its feet, one SMN does alexander and everyone uses terror temp item. RUN hits rayke/gambit and the SMNs use astral conduit (make sure to wait until rayke and gambit are on). The smn that did alexander will join a bit late, but he should be able to get a few BPs off, just use ether3 after alexander. It will die in less than 30 seconds at that point.
    I see, thanks for the input. Quick question: Do you have RUN in different pt from SMN? So something like: pt1: run, pld, whm, geo(vex/attunement) SCH pt2: SMN SMN SMN COR GEO(languor/malaise) WHM? Wouldn't mages need attunement more than RUN? Or do you put SMN in same pt as RUN?

  20. #1300
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    Quote Originally Posted by Viar View Post
    I see, thanks for the input. Quick question: Do you have RUN in different pt from SMN? So something like: pt1: run, pld, whm, geo(vex/attunement) SCH pt2: SMN SMN SMN COR GEO(languor/malaise) WHM? Wouldn't mages need attunement more than RUN? Or do you put SMN in same pt as RUN?
    SMN are far away for the first 50% and so don't take damage (remember, they can be 20 yalms or so away and still do BPs) other than from Kirin doing astral flow (just make sure to put earthen armor/stoneskin/shellra5 on and you'll be fine, then have the SMNs do whispering wind). Once it switches to Kouryu, the SMNs will have perfect defense on so it won't matter.

    SMNx3, COR, SCH in one party.

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