well I just did excavation duty uncap with a thf with TH3...we could only get our 4th mine off the last qiqirn. I dont think TH affects it. Just 4 of the 12 (exact #?) rats have mines..
well I just did excavation duty uncap with a thf with TH3...we could only get our 4th mine off the last qiqirn. I dont think TH affects it. Just 4 of the 12 (exact #?) rats have mines..
No, I've killed every rat and not had enough mines.
Yeah, we killed all 12 once and got 2 mines only.
Killing rats is so last month.
I tried WAR,RDM,BLM, uncapped, easy win with 5mins left when we cleared the last wall.
If you want a comparison on how effective DOT is with 3 people: (This was our first run, we had 2mins left cause we used dia at the start instead of bio. Every other time now the final wall is at like 20% when we get the 5min warning)
The WAR(ridill) and RDM went to the East Wall, and I went to the North Wall. They got to their wall first, and got it to 85% or so before I made it to mine. I killed mine before them, and when I caught up with them, their wall fell down just as I was getting closer in distance.
Difference?
I was using Bio2, Burn, Choke, and Shock.
The RDM was using Dia2, Frost and Burn. (didn't have other dots.. lol)
Btw, this is a 4000point assault, we always get 1333points. (2000 was with the 1st try bonus)
Bio2 is definitely better than dia2 on this. I think also war with ridill is slashing and low criticals and might not be quite as good on walls as blunt with lots of criticals (but i might be wrong). With monk i get strings of 5-6 critical punches in a row for 7-8 damage each (that's in 2 fast attack turns without counting double attack) asuran is 30-33. When I split up between the two walls me and the other blm kill 2 walls before the other blm is done with the north one. What kind of damage was the ridill war doing on these walls?Originally Posted by Julian
Also I might be wrong, but I think Frost and burn don't stack, while say frost rasp and drown (all the melee-friendly debuffs) do, and shock, burn, and choke (all the magic-friendly debuffs) also stack.
Somebody correct me because I am not a blm main, I know I had multiple ones of these cast on me by mobs before for sure but don't usually pay too much attention to which ones.
You're correct on all your statements. All the "light MB" debuffs work together and all the "darkness MB" debuffs work together. An easy way to see this is to look at equip menu. Light MB is the first row of elements, and dark is the second row.Originally Posted by genome
Er, I guess it would make sense. I think she said she only had Frost and Burn, which would be why they killed it so slow.Originally Posted by genome
The Ridill war was doing around 2-3dmg per hit I think, not sure on criticals, 30+ rampages.
Doesn't really matter though, 2 jobs that can keep Bio2+3elemental DOTs can duo this assault with any type of melee leech.
Ok, I did this today with a WAR,WAR,RDM and lost with 3% left on the last wall. Did it again with RDM(same one),WAR(me),MNK and won with literally 3-5 seconds left.Originally Posted by Julian
Both of us WARs are incredibly good. Haste gear out the ass, used good attack food since you hardly ever miss anyway. And I just dont see how this is possible to do so quickly? Are BLM elemental debuffs that much better then RDM ones? The RDM was stacking Bio 2, Burn,Choke, Shock and spamming Stone 1, along with meleeing inbetween casts. Both of the melee were hasted and we still just barely came out with the win.
I look out how much damage our RDM did and it was kinda bad it seemed. Unless Im underestimating the DoT, it seems like it would take an eternity for our RDM to take out a wall. Should we split up? Thing is if we split up, we lose Haste on both me and the MNK, and I dont see that being worth it. Any insight?
You split up after the first wall.
The point of killing all the walls is to have 2 DOTs going at the same time, so you can take wall#2 and 3 at the same time. You kinda need a 2nd DOTer over a melee.
Think of it this way: DOT is the main damage on the wall, melee dmg is just a filler since you can't fight 3 walls at the same time.
Isn't melee DoT also effective? Apparently Im severely underestimating just how much damage having 2 forms of DoT is.Originally Posted by Julian
DoT are really good, especially bio2.
However I would say all DoTs + blms level 1 spells spam in between resting is about the same as mnk dmg without haste.
(like i said in my runs one blm takes down 1 wall in the time me and other blm take down 2, and we swapped blms around on different runs).
I think Bio2 is about 5 dmg /tick? With 3 more dots like frost etc, that's about 8hp/tick, and a tick is like 2-3 seconds or something.
If you have a monk doing even just a single critical punch every 3 seconds, all the other punches and kicks are extra damage above the same damage of DoT.
Splitting is important but only essentially saves you 1 wall, the north one.
Other than that it's nice to have mnk instead of say 3 blms because DoTs don't double up from having 2 or more blms on the same wall.
Either way as long as you finish with 5 min or so to spare or even less, it's all good.
If you go with 1 rdm/blm, debuffs should still be about the same, but yeah you want to split after the 1st wall, probably 1 RDM DoTing 1 wall with 1 melee hasted and 1 melee on other wall without haste is the best way to split. One thing to consider is having 1 melee subbing /blm for when he does the single wall, even just casting bio2 and keeping that up should help more in damage than double attack or berserk (I tried this with nin and just did slightly less dmg).
Well if you're claiming that a mage DoTing is similar to a melee, then there's no reason that we should be finishing almost 5 mins later then you are. (We literally only won with 3 seconds left) So there's definately something lacking. I dont see how splitting up makes so much of a difference, as the run between walls isnt all that significant, and if anything the constant haste would counteract that somewhat. Somethings missing...and its either Im severly underestimating DoTs, the advantage of splitting up, or that BLM DoT > RDM DoT.Originally Posted by genome
Splitting up pretty much saves you like 3minutes.
If you can, I'd suggest having one melee change to BLM or RDM. Spamming tier1/2 spells on top of the DOT does help speed mage damage up, forgot to factor that in to my comparison.
I'll time my run tonight and give more detailed info on how we go with time.
The key is that you have 4 dots running on 2 different walls at the same time, for a total of 8 dots working every tick.Originally Posted by Lockecole
Then again, with minuet + zerk + meat, my monk was doing 3-5 damage per hand to the wall, asuran for over 40...
Well, as I was saying, if you split up "DoTs" between two walls, but instead 2 are melee and one is mage, its essentially the same thing. DoT is DoT, and especially when you're a melee hitting for 3-5, and WSing for 30-50, its basically just the same thing.
Obviously though, as my groups time is proving, melee DoT is infact not the best form of DoT, and apparently not even close to comparing to a mages. Sadly we dont have an option for a 2nd mage atm, so I think we'll just attempt this when 2hours are up, and that should be enough.
Here's how it went for my group today: (WAR,BLM,RDM)
:02:30 -- Enter Time
:09:00 -- 1st wall down
:16:00 -- 2nd wall down (WAR+RDM on the east wall)
:17:00 -- 3rd wall down (My solo on the north wall)
:19:00 -- I arrive at 4th wall, currently at 70%.
:23:22 -- 4th wall down, 10min warning came around 15% or so? Didn't catch it
:27:30 -- 5min warning, final wall at 33%, started running back to entrance
:29:00 -- 5th wall dead
~:30:00 -- Box opened and lotted, and out.
Also to note, I was on /blu because I wanted to see if the poison spells would work. (They didn't)
This was from my very first try, I finished slightly over 25 min, and since then often under 25 min every time (I send a mage back to the win position when the last wall is still 60-70%, by the time they get there the wall is down). You can see the win message and then later the 5 min message while we were running to the rune.
http://i10.photobucket.com/albums/a1...XI/lebros1.jpg
I didn't use 2hrs and I was subbing /nin still instead of /war like all the other times. If you have to use 2hrs, I suggest using on the first wall, since that one is in common to everybody, while if you use it later while split it only speeds up 1 party.
Also here is an example of why I was saying fast blunt with high criticals can be good:
http://i10.photobucket.com/albums/a1.../wallcrits.jpg
I wish the parser i use would work with these walls but since they don't have a 'brittle rock is defeated by' message it doesn't work..
By the way, I noticed the walls seem a bit harder on earthsday and earth weather (the last picture had earth weather), if you're cutting it close, try to avoid those 2 conditions.
My group just did it with 2 blm and a mnk, it was very easy. First time went without a hitch, but on the second try I d/c'd halfway through.. they barely beat the walls and I came back just in time to leech the assault points haha.
I was wondering genome if you think /RDM sub would be good for the MNK. Perhaps the enspells have a set damage as well, which could turn each punch into that much more additional damage. What do you think? Can you test it?
I went in as RDM/WAR and tried enspell a while ago, but I remember it did 0 each hit. I ended up just hasting myself and going with the 2 dmg/hit, and vorpal blade for 18. (Joyeuse)
Yeah i forgot to mention enspells don't work, same for boreal cesti and the drain from vampiric claws, all 0 damage, Poison also doesn't work.