One SMN is enough if you don't have more than 1 or 2 DDs but you need to control every actions that give TPs. SCH must do 0 dmg when SC'ing, tank try to mitigate dmg taken with Stoneskin or Shadows etc. Mewing Lullaby can be discarded if Yakshi manage to pass a single Cordon of Apathy because its regain will become far too high after but this shouldn't happen if the SMN is focused and fast with Cait Sith. SMN can still do decent dmg with Night Terror and dispel buffs stolen with Pavor Nocturnus if aura pop.
Our usual setup : SMN, SCH, GEO, GEO, COR and PLD, RUN, WHM (could probably cut 2 or 3 jobs but whatever). Only dds are SMN and SCH.
Teles beaten with this setup:
BLM x3 GEO x2 SCH
PUP (VE/VE)
Here are the key strategy points:
-Used elevation at J-7, Teles at the ledge, mages down.
-All offensive bubbles (focus/acumen/languor/malaise), used Death x3 simultaneously. BoG whenever its up. Save Bolsterx2 for last 15%.
-After each volley hate will shift, BLM with hate runs up and reposition her with manawall up. At times we wiped but puppet tank can solo tank her until unweak.
-If only 1 BLM unweak you can keep going, since one death will do 99999.
-If she gets to around 25% HP, chip down her HP to 15%~ and kill her off with bolsterx2 and soldier's drink.
PUP talk:
-VE head is used to pop Invincible and shift hate back after one death volley, this can only be used once but it saves alot of trouble.
-Used 2 Light Maneuver + 1 fire, poped Overdrive when she manafont and changed 1 light to water.
-While overdrive is up, puppet cant be killed easily.
-Sometimes she gets ugly with her moves/spells which will require usage of temps, other time she's completely harmless.
Maybe it wears off after it increases skillchains by a particular amount of damage, similar to how Reprisal wears off after it reflects enough damage, Dread Spikes wears off after it absorbs enough damage, etc.
Inundation is very strange. In my experience, it does not wear off after skillchains, and in fact, has an abnormally long duration. It's often several minutes before the message comes up that it has worn off. However, ever since the spell was introduced, I noticed that you can cast it on a mob, then immediately cast it on the mob again without taking any other actions and it will overwrite itself, something debuffs don't do.
I'm sorry for bringing this up here and at this point, but could somebody please fix the thread title? It's been bugging me since the day it was posted.
Decaying debuffs do. Granted they only did so when you current potency on the target was lower than what was being applied... but this is a weird one where potency can increase so they might have just left it open ended in case you wanted to reset it for some weird ass reason?
High chance Neak's gimmick is using the same elemental type weapon skill 3 times(or maybe only darkness works?). Our sample size is limited, but it seems to nearly always proc on 3rd Sanguine Blade. I checked Loire's youtube video and the theory holds up: they did Sanguine Blade>Energy Drain>Sanguine Blade(Proc'd). Can anyone disprove this theory or remember procing it on first or second WS?
Not exactly super relevant now, but it's good to keep this type of gimmick in mind if it's reused on the new HELM NMs.
I know we were surprised in our recent attempts BLMs never procced with Vidohunir but our GEO always procced with Flash Nova. Thought it was just a coincidence but maybe it's not.
Next time I'll fight Neak I'll make sure to keep track and count number/type of WS.
Speaking of Neak, finally got around to making a 4-box video if it's helpful to any lowman groups out there. If I had to add 2 more jobs to make it 6man, it'd be a 2nd BLM and GEO.
Teles didn't used a SP at 39%... weird. It should have been Invincible because she was casting light spells but instead of that she just switched to wind spells/songs mode.
EA/Scherzo do indeed works against Clarsach Call.
Complete joke with Night Terror + Mewing lullaby until 49% where it goes into absorb physical mode after casting a Earth based spell and into absorb magic mode after casting a Fire based spell.
Shock Squall resists with Languor but I don't think Stun matter since NM seems to change its absorb mode pre/mid cast.
Silence lands but it builds a resistance, debuff will instantly off after multiple uses.
NM casts once every 40~ seconds.
Night Terror does 8~14k, up to 22k~27k with Bolster Malaise and Gambit (no MB).
Took us 10 min~ to bring NM to 50% with three Astral Conduit. I'm pretty confident we can win if we save Astral Conduit and Silence for the last 50%.
Onychophora has been defeated with a manaburn setup too, it seems.
http://nonoco.blog.shinobi.jp/Entry/703/
JPs posting about Naraka win.Code:ナ剣赤風風学+召召召召ココ ナサポ剣、剣サポナ、後衛は全員サポ白 ナ沸かせ、剣本体抜き、ナは雑魚維持抜刀可、雑魚倒しても復活するので無意味 ナと剣は事前に装備等の敵対心合わせておいてフラッシュ1発で交互にタゲ移る状態にしておく 特にナは剣に比べて敵対心装備多いので偏ってると護衛の挙動が難しいことになるので要注意 なのだが、本体+護衛2ときれいに分かれてくれない、本体護衛+護衛になる おまけに途中で護衛が入れ替わる挙動がある。WSが連動なのでナ1で本体護衛2同時維持は困難だし スタンハメもきつい、ナはウンダウンダ、剣はウンダウンダルックス、バファイ、バアムネジア 召は履行削り イフのフレイムクラッシュとメテオストライクを夜叉or羅刹で切り替える 学は連携担当、硬化、分解、核熱を夜叉羅刹モードで切り替えるのとMB火or光計II維持 硬化→フレイム→フレイム光+メテオ光計II、分解→フレイム光+メテオ光計II、核熱→メテオ火計II コはビーストドラケン、パペットコンパニオン 風はジオトーパージオフレイル、ジオランゴールジオマレーズをモードで切り替え 赤はヒーラーとファラII、弱体 状態異常回復は全員で、ナ剣はアイテム不可状態がほとんどなので。 ちなみに前衛構成は範囲強すぎてカット装備でもきつかった。獣はペットアムネジアと範囲で本体死ぬのできつい。
PLD RUN RDM GEO GEO SCH + SMN SMN SMN SMN COR COR
Onychophora Obliterator
20 min fight with RUN WHM GEO COR SMN SMN but it's horribly luck-based. The thing has a ton of HP, I had to cut the number of participants. It absorbs both physical and and magic dmg <50% or <25% while casting so need to wait the end of a cast and pray it favors Earth over Fire nukes. We saved Silence for Bolster/Gambit/Conduit zerg <50% (make sure to not Silence it after a Fire spell!). WHM and COR were /SMN for Mewing Lullaby so the real SMNs could focus 100% on dmg.
Anybody did some detailed test on the scaling of Geas Fete? How does it work exactely?
I mean when does the scaling start and when does it stop?
For Delve it used to be 6 (now it's 3 I think?). I couldn't find similar info for Geas Fete but many players claim that HP of targets scales down to 1.