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Thread: Salvage: Zhayolm Remnants     submit to reddit submit to twitter

  1. #2181
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    Re: Salvage: Zhayolm Remnants

    I have a questions regarding cell farming in Zhayolm Remnants, mainly floor 2.
    If your group goes for 5FN/6F and wants to do boss afterwards, do you farm more then 2 cell dropping mobs on floor 2?

  2. #2182
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    Re: Salvage: Zhayolm Remnants

    Quote Originally Posted by rithridan
    I have a questions regarding cell farming in Zhayolm Remnants, mainly floor 2.
    If your group goes for 5FN/6F and wants to do boss afterwards, do you farm more then 2 cell dropping mobs on floor 2?
    No, it takes too much time. Beside the Lizard room with the Socket which needs to be fully cleared we only kill 2 cell dropping mobs. Having 3 melee and a RDM fully unlocked is enough to kill both frogs + boss.

    IMO the most important thing to do frogs+boss is to stun Frog Chorus with Stun WS. Being charmed takes too much time. Since we started having a Stun rotation to stunlock the frogs' TP moves we are not having problems doing the boss ontop of the NM's. Even with 6 people.

  3. #2183
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    Re: Salvage: Zhayolm Remnants

    Quote Originally Posted by TB
    Quote Originally Posted by rithridan
    I have a questions regarding cell farming in Zhayolm Remnants, mainly floor 2.
    If your group goes for 5FN/6F and wants to do boss afterwards, do you farm more then 2 cell dropping mobs on floor 2?
    No, it takes too much time. Beside the Lizard room with the Socket which needs to be fully cleared we only kill 2 cell dropping mobs. Having 3 melee and a RDM fully unlocked is enough to kill both frogs + boss.

    IMO the most important thing to do frogs+boss is to stun Frog Chorus with Stun WS. Being charmed takes too much time. Since we started having a Stun rotation to stunlock the frogs' TP moves we are not having problems doing the boss ontop of the NM's. Even with 6 people.
    Our group kills 3 equipment droppers on 2F to equip 6 people each run, out of 7-9 people. I try to bring a COR also, which helps a lot with Chaos/Monk's Roll. You need only 25 minutes or so to clear 6F and boss; 20 with COR + BRD. So if you can reach 6F with 30 left you should be safe.

    Stunlocking madames with WS saves tons of time, and it's that extra time that allows you to farm more equipment.

  4. #2184
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    Re: Salvage: Zhayolm Remnants

    Yeah, we lose a lot of time on Madames thanks to charm. I have tried using MNK+SAM for Shoulder Tackle/Tachi: Hobaku but from the few times we tried charms still went off one after another. We usually have quite a large group (in terms of salvage) of MNK MNK THF BRD RDM WHM; DRK SAM BLM (+others) usually having an extra RDM or BLM already forcing us to farm first floor relatively long (SE 1st+2nd, NE 1st+2nd, NW 1st, SW 1st+2nd; giving us 8 incus 7-8 prea 6-5 opa 7 dupli)

  5. #2185
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    Re: Salvage: Zhayolm Remnants

    We take in 9 to 11 members to ZR, and still only farm the 4 center rooms, then farm out extra magic we need as I run ot porter. 6 weapons shoudl be pleanty, not all mages need them as there is nothing really hard to land spells on, you only need subs on your Tanks & Brd, and maybe on a XXX/drk stunner, you only need abilities on your THF and Tanks again. So really on ZR runs they will have very minimal unlocks and that saves time and lets you do more.

  6. #2186
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    Re: Salvage: Zhayolm Remnants

    Quote Originally Posted by Darkmoon
    We take in 9 to 11 members to ZR, and still only farm the 4 center rooms, then farm out extra magic we need as I run ot porter. 6 weapons shoudl be pleanty, not all mages need them as there is nothing really hard to land spells on, you only need subs on your Tanks & Brd, and maybe on a XXX/drk stunner, you only need abilities on your THF and Tanks again. So really on ZR runs they will have very minimal unlocks and that saves time and lets you do more.
    If you spend 5 extra minutes on 1F for Abilities and SJs for everyone, you save much more than 5 minutes later on when you're trying to grind towards and on the boss in the last 20 minutes.

  7. #2187
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    Re: Salvage: Zhayolm Remnants

    Quote Originally Posted by Wizerd
    Quote Originally Posted by Darkmoon
    We take in 9 to 11 members to ZR, and still only farm the 4 center rooms, then farm out extra magic we need as I run ot porter. 6 weapons shoudl be pleanty, not all mages need them as there is nothing really hard to land spells on, you only need subs on your Tanks & Brd, and maybe on a XXX/drk stunner, you only need abilities on your THF and Tanks again. So really on ZR runs they will have very minimal unlocks and that saves time and lets you do more.
    If you spend 5 extra minutes on 1F for Abilities and SJs for everyone, you save much more than 5 minutes later on when you're trying to grind towards and on the boss in the last 20 minutes.
    I dont think giving a WHMs and even the BLM abilities will really do much for us, same with subs on them. maybe its due to our setup, but wasting time on the first floor grinding abilities for a Divine seal, and Elemental seal, and 1 a tick sub for whms isn't necessary. I could see putting a sub on our BLM if we really were worried about him getting stoneskin, but cant validate killing a mamool & mobs just for one BLM.

    We dont run the standard setup of MNK MNK THF RDM BRD WHM, we run typically:

    PT1
    WAR WAR WAR WAR BRD(ghorn) WHM

    PT2
    BLM RDM WHM TH4 (DRG or SAM)

    on Frogs we just rotate 2 tanks in till a chorus goes off, then send in another 2 while chorus wears on the others, we have been using the SAM or DRG as a WS stun bot, Frogs go down fast to merited GAX wars.

    On boss, due to again having 11, discord is a joke, so for my group i cant see the need to grind that extra stuff, i think if we split we may be able to, but we have yet to have the need to do it i guess.

    Guess all in all it goes down to what works for your group.

  8. #2188
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    Re: Salvage: Zhayolm Remnants

    Quote Originally Posted by Darkmoon
    Quote Originally Posted by Wizerd
    Quote Originally Posted by Darkmoon
    We take in 9 to 11 members to ZR, and still only farm the 4 center rooms, then farm out extra magic we need as I run ot porter. 6 weapons shoudl be pleanty, not all mages need them as there is nothing really hard to land spells on, you only need subs on your Tanks & Brd, and maybe on a XXX/drk stunner, you only need abilities on your THF and Tanks again. So really on ZR runs they will have very minimal unlocks and that saves time and lets you do more.
    If you spend 5 extra minutes on 1F for Abilities and SJs for everyone, you save much more than 5 minutes later on when you're trying to grind towards and on the boss in the last 20 minutes.
    I dont think giving a WHMs and even the BLM abilities will really do much for us, same with subs on them. maybe its due to our setup, but wasting time on the first floor grinding abilities for a Divine seal, and Elemental seal, and 1 a tick sub for whms isn't necessary. I could see putting a sub on our BLM if we really were worried about him getting stoneskin, but cant validate killing a mamool & mobs just for one BLM.

    We dont run the standard setup of MNK MNK THF RDM BRD WHM, we run typically:

    PT1
    WAR WAR WAR WAR BRD(ghorn) WHM

    PT2
    BLM RDM WHM TH4 (DRG or SAM)

    on Frogs we just rotate 2 tanks in till a chorus goes off, then send in another 2 while chorus wears on the others, we have been using the SAM or DRG as a WS stun bot, Frogs go down fast to merited GAX wars.

    On boss, due to again having 11, discord is a joke, so for my group i cant see the need to grind that extra stuff, i think if we split we may be able to, but we have yet to have the need to do it i guess.

    Guess all in all it goes down to what works for your group.
    That's a large group and Gjallarhorn helps.

    With us, our WHM subs SCH so abilities and subjob are very well-founded. BLM's Manafont knocks off at least 15%, if not 20% from Zhayolm's boss due to guaranteed Oracle's and Assassin's drinks. Manafont can do close to 25% from a single BLM if they're fully geared with both drinks and are able to continually spam magic without getting hate (Accomplice).

  9. #2189
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    Re: Salvage: Zhayolm Remnants

    Quote Originally Posted by Wizerd
    Quote Originally Posted by Darkmoon
    Quote Originally Posted by Wizerd
    Quote Originally Posted by Darkmoon
    We take in 9 to 11 members to ZR, and still only farm the 4 center rooms, then farm out extra magic we need as I run ot porter. 6 weapons shoudl be pleanty, not all mages need them as there is nothing really hard to land spells on, you only need subs on your Tanks & Brd, and maybe on a XXX/drk stunner, you only need abilities on your THF and Tanks again. So really on ZR runs they will have very minimal unlocks and that saves time and lets you do more.
    If you spend 5 extra minutes on 1F for Abilities and SJs for everyone, you save much more than 5 minutes later on when you're trying to grind towards and on the boss in the last 20 minutes.
    I dont think giving a WHMs and even the BLM abilities will really do much for us, same with subs on them. maybe its due to our setup, but wasting time on the first floor grinding abilities for a Divine seal, and Elemental seal, and 1 a tick sub for whms isn't necessary. I could see putting a sub on our BLM if we really were worried about him getting stoneskin, but cant validate killing a mamool & mobs just for one BLM.

    We dont run the standard setup of MNK MNK THF RDM BRD WHM, we run typically:

    PT1
    WAR WAR WAR WAR BRD(ghorn) WHM

    PT2
    BLM RDM WHM TH4 (DRG or SAM)

    on Frogs we just rotate 2 tanks in till a chorus goes off, then send in another 2 while chorus wears on the others, we have been using the SAM or DRG as a WS stun bot, Frogs go down fast to merited GAX wars.

    On boss, due to again having 11, discord is a joke, so for my group i cant see the need to grind that extra stuff, i think if we split we may be able to, but we have yet to have the need to do it i guess.

    Guess all in all it goes down to what works for your group.
    That's a large group and Gjallarhorn helps.

    With us, our WHM subs SCH so abilities and subjob are very well-founded. BLM's Manafont knocks off at least 15%, if not 20% from Zhayolm's boss due to guaranteed Oracle's and Assassin's drinks. Manafont can do close to 25% from a single BLM if they're fully geared with both drinks and are able to continually spam magic without getting hate (Accomplice).
    I agree, which is why I think it really depends on the group and if you have cheats (relics). 2 GAX wars on boss + Angon or Feint, with 3rd going in for 2hr, with SV songs makes it die very very fast. Its kinda one of the resons I really like Salvage, its diffrent for everyone, and you can adapt strats to fit your own needs..

    now.. if 5th floor frog would drop my 35 body then we would all be happy >_>.

    edit cuz i cant count >_<

  10. #2190
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    Re: Salvage: Zhayolm Remnants

    We've started letting our THF melee the chariot with us, or DRK depending on group. We often have both COR and BRD, and Zhayolm boss is the easiest of all 4, so the extra TP from another melee isn't a big deal. And Monk's Roll is just pure win. Purely.

  11. #2191
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    Re: Salvage: Zhayolm Remnants

    Quote Originally Posted by Wizerd
    We've started letting our THF melee the chariot with us, or DRK depending on group. We often have both COR and BRD, and Zhayolm boss is the easiest of all 4, so the extra TP from another melee isn't a big deal. And Monk's Roll is just pure win. Purely.
    We usually have MNK MNK DRK on all bosses, including Bhaflau. I've never seen the extra TP gain as a problem, ever, even without Monk's Roll. Besides, the extra melee increase kill time noticeably.

  12. #2192
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    Re: Salvage: Zhayolm Remnants

    Id love to run a COR, but only 2 have it in our group, One being me, and Ghorn kinda makes COR not an option, and then my other is our best WHM I can probaly play with that later and rotate another job to WHM on someone else.

    When we first started doing Bosses, we use to use WAR WAR DRG, Angon is pretty sick, and DRG can put up some nice numbers if they are actually geared to play the job right. For a lot of bosses now, since lets face it after you have fought them a few times each the fights are pretty cookie cutter, we just have 2 "tanks" and some other "DD" we throw at it either one at a time, or in some rotation. We kinda let ppl swap around and play on jobs. Pretty sure ZR boss you could Tank it with anything /nin that can produce some form of hate.. Saying this, my WHMs going to read the thread and ask to be allowed to tank the boss

  13. #2193
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    Re: Salvage: Zhayolm Remnants

    We take in 9 to 11 members to ZR, and still only farm the 4 center rooms, then farm out extra magic we need as I run ot porter. 6 weapons shoudl be pleanty, not all mages need them as there is nothing really hard to land spells on, you only need subs on your Tanks & Brd, and maybe on a XXX/drk stunner, you only need abilities on your THF and Tanks again. So really on ZR runs they will have very minimal unlocks and that saves time and lets you do more.
    My group cleared enough for 9 people to have abilities, sj, weapons, magic in about 16 min yesterday. I am sure there are groups that can do better than that. Give & take some luck in pulling and cell drops, I would say, no more than 20 min on average.

    With 9 to 11 people, you can try splitting up. From another perspective, you are effectively telling the extra people (over 6) to farm their own cells.

    One of my mnks(the other 2 probably could too) can solo extra raptors by himself without even denting his HP once he has all 4 cells.

    I solo Puks for extra weapons on RDM when there are no better DD in the extra party. I can also solo Ziz but its more risky due to petrify. BLM can solo as well but higher downtime due to MP dependency. A good split group is simply RDM + DD.

    1-2 people split off to do Puks (side party) after 1st room clear. Main party continue on to clear middle rooms. 1 MNK (if you use them) break off with a decent potion supply to solo Raptors after that room clear while the remaining people head straight to hit extra SJ.

    I usually make it a point to clear up to a maximum of 2 side rooms for cells, I think any more than that yields diminishing returns. I also try to get THF a fanatics from the Mamool's if we're doing Madames.

    On the same note, my group also splits up on 2F. Side party to hit SE lizards, while the main group does Wyverns. Both groups should finish at about the same time.

    ---------
    And like Wizerd mentioned, the 5 min you spend here will cut a lot of time from the later levels.
    (Overall run -> hit 5F, 6F + Boss with 11 min left over, main party MNK MNK RDM BRD COR THF, Side party MNK PLD RDM, everyone uses your typical standard gear, no relics)

  14. #2194
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    Re: Salvage: Zhayolm Remnants

    Tonight we did tested out 1F madame. We only had 5, and a friend had let us in, and we were MNK BLU THF RDM BRD. Everyone used cells on 1F except the MNK who held his, we cleared raptor wing, and when the Gent was at 5% the RDM slept it and we all logged out except the MNK. Once we had logged out, he finished it off, and Madame popped.

  15. #2195
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    Re: Salvage: Zhayolm Remnants

    Wow I never considered that lol. As with every goal in this zone, careful time planning would have to still be taken into consideration. Depending how long the whole wing clear wing/logout/madame would take. I'm sure a lot of groups could do it and the 35 NM's though. Could be worth doing and make this zone a little less dismal.

  16. #2196
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    Re: Salvage: Zhayolm Remnants

    Quote Originally Posted by Suiram
    Tonight we did tested out 1F madame. We only had 5, and a friend had let us in, and we were MNK BLU THF RDM BRD. Everyone used cells on 1F except the MNK who held his, we cleared raptor wing, and when the Gent was at 5% the RDM slept it and we all logged out except the MNK. Once we had logged out, he finished it off, and Madame popped.
    Nice idea.

  17. #2197
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    Re: Salvage: Zhayolm Remnants

    Ok it is a nice idea but isn t better topo pop Jakko for time??

  18. #2198
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    Re: Salvage: Zhayolm Remnants

    Quote Originally Posted by Starlink
    Ok it is a nice idea but isn t better topo pop Jakko for time??
    You still need to kill 3FS or N to pop 6F Poroggo Madame. Using this way to pop the 1F Porogo Madame saves more time.

  19. #2199
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    Re: Salvage: Zhayolm Remnants

    Quote Originally Posted by Starlink
    Ok it is a nice idea but isn t better topo pop Jakko for time??
    1F Madame + necessary cells
    2F NE room + Madame + Jakko + necessary cells
    3F First three rooms
    -> port up.

    = win.

  20. #2200
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    Re: Salvage: Zhayolm Remnants

    Quote Originally Posted by Wizerd
    Quote Originally Posted by Starlink
    Ok it is a nice idea but isn t better topo pop Jakko for time??
    1F Madame + necessary cells
    2F NE room + Madame + Jakko + necessary cells
    3F First three rooms
    -> port up.

    = win.
    Wouldn't HP/MP cells be a liability? I remember doing a 4FN frog run once where we didn't even get 1 HP cell from the first 3 rooms. Doing 3FS frog pretty much gaurantees you full (or near full) stats unlock on every member. Would the time gained from ~8 (bugards) + 2 frogs in contrast to ~16 mamool+pets + rampart + frog be that significant to merit the possible lack of HP/MP cells?

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