You sure? Someone told me the thing has top ass defense against both melee and magic attacks although a merited-out-the-ass meleer could possibly do 250+ damage.Originally Posted by aurik
You sure? Someone told me the thing has top ass defense against both melee and magic attacks although a merited-out-the-ass meleer could possibly do 250+ damage.Originally Posted by aurik
Manaburn Kite works well on LBC because you can avoid all the TP attacks. My group manaburns that one because we're mage heavy and can only get more than 1 MNK if we use dual boxes and certain people are online. It's really just 1 strategy that works out of many, but it does work if done correctly - last fight we took 7 and killed the boss in 22 minutes with 0 deaths.Originally Posted by Antithesis G
There are many ways to do the same thing. The key is just knowing what you are doing and making the best use of what jobs your group has to offer really. Aurik's group is MNK heavy and they all have sick equip so it makes sense to go melee setup. My group is BLM heavy and we have a lot of experienced BLMs with movement speed, so it makes sense for us to kite it.
As for damage shots, the resistance isn't that bad... I was doing 760-800 damage blizzard 4s just in a normal attack setup with a Taco on. Freeze II breaks 4 digits without magic burst. BLM damage works really nicely on LBC as well as LAC and resists were really minimal when we did it.
LAC has some things different from LBC - it can still double attack but at a much lower rate. The damage taken is also a bit lower. I would say in my BLM standing setup normally w/o food, I would take 170-180 from LBC w/o crit, but only in the 120-130 range from LAC. Also when LAC crit hits me, it seems to do much less. But LAC has near full stun resistance, while on LBC you can at least land it for a bit before resistances. LAC also runs slower - I don't know if it actually runs slower or if it's just bulkier and gets tripped up more easily by terrain though.
I don't know about LAC, but I know against LBC, Dieggo (who with all due respect, is a pretty well merited BLM) could do somewhere close to or over 1k with a bursted Freeze II. I can ask him when I see him again.
So you basically DoT and slowly nuke it to death while your BLMs bounce hate right? Im assuming the BLMs have NIN sub for preotection.
Either /NIN or /RDM. I always go /RDM becuase I have a very gimped /NIN sub under 37. You use terrain to trip up the movement of LBC so it rarely even hits you. The 2 10' range TP moves are a joke to avoid when kiting while missiles is also reasonably easy to move away from. First fights we did they were a bit slow - takes about 35ish minutes. Last couple we've gotten pretty good at it and the kill times are around 25-28 minutes. Last run we took in 7, killed the boss and the Slot NM (Marduk Body) and won the zone with 23 minutes to spare. It's not slow in my opinion and it's definately efficient if you can kite well enough.Originally Posted by Antithesis G
Tactics that involve "Too far away" messages make me laugh inside with happiness ^^. Good plan![]()
Bingo. It's never been truer than in salvage that you have to play to the strengths of your group, both on the trip up and during the boss fight.Originally Posted by Kaeko
Yeah, LBC doesn't have very high magic resist. I've gotten this:
http://i17.photobucket.com/albums/b76/RPGTess/lbcmb.jpg
with only half my gear unlocked or -30 INT (forgot which). As long as you have good skill, gear, and merits, your BLMs should do fine.
I like those numbers lol.Originally Posted by Toth
Just to add, we did SilverSea this night with 6, and had almost 30 min after killing Dekka and both Gyroscopics (no lv35 drops, gofigure), so we went up to play with aspibagelchelone.Originally Posted by Kaeko
When the 6 gears arrived, I used a fanatics drink and held them while our 2 RDMs layered sleeps on. With 2 monks for damage and a weakened bard (he instinctively horded and died instantly lolllll) and 2 good rdms working together to keep the others asleep, we managed to kill off the 6 with no problems.
We executed 2 sac pulls (fana+flee, pdodge+flee = EASY sac pulls) to get only the ramparts, but timed out with the last rampart at 10% hp.
Setup was mnk mnk thf rdm rdm brd.
When you "sac" pull the gears on the 4th floor, do you typically lose hate before the gears catch up and kill you?
I've only attempted to pop the turtle 3 times, but we've always ran out of time before we could kill all 4 ramparts. It seems there are a lot of tradeoffs in this zone when your goal is the farm NMs:
1st Floor
East path is fast + easy + more cells
West path is longer + harder but can drop Usukane L35 Kaubto
2nd Floor
NW takes a long time (the devilets have HIGH HP) but can drop gear
NE takes less time but doesn't drop gear
We've never done the south paths before, but might try them next time to get to the Turtle faster.
3rd Floor
N side has The Slot NM + Gyroscopic Gear, takes a long time to do them but drops equipment.
S side has no NMs, is fast + easy, but no equipment drops
3rd Floor will always go East when farming NMs, Gyroscopic Gears can be popped if enough time is left, or skipped.
For us, the biggest problem was always going NW on the 2nd floor and spending too much time killing the Imp NMs and Don Porroggo. We always ran out of time on the 4th floor trying to kill the Ramparts. The next time we do Silver Sea, we're going to use one of the South paths on the 2nd floor and focus on Gyroscopic Gears + Turtle.
I just wrote a big post on how I did the 4th floor sac on my LJ, I'll write it here too.Originally Posted by Faranim
http://wiki.ffxiclopedia.org/images/...remnants_4.jpg
Memory is semi hazy, but I'm sure you enter this zone in J-7 on the Aspibagelone route.
I-8 is a room full of repopping chests, keep repopping till someone finds a fanatic's drink, best if you have 2. First one for the sac pulling thief, second for mnk , but don't waste too much time getting one for the mnk. With adequate healing you should be ok.
I-9 has the room with the turtle's rampart in it, but has a bunch of gears obviously, so what I did was tell each mnk (we had 2) which rampart they will chi blast once I have aggro on the whole room doing the sac.
For the sac itself, I popped a fanatic's drink, then used flee, ran east, hit the wall, then ran west, till I got every single mob in the room, then ran south and died in the tunnel there.
It's fun :D ends up looking something like this :
http://img206.imageshack.us/img206/8...earrapetu2.jpg
I repeated it for when it was time for the next 2 ramparts, but since I had perfect dodge up, I used that when doing the next one. I didn't realize there was another chest room more south, today when we go back, I'm going to raid those chests while everyone else is fighting the 2 ramparts, untill I find a fanatic's drink, then repeat the process.
With 6 people we had enough time to kill Deadpan Devilet, Dekka, Devilet, Gyroscopic Gear (NM), Gyroscopic Gears(NM), Gears' NM entire room, then we had about 20mins for turtle. Today's run we're going to skip Gyro Gear(NM - single) and that'll give us an extra 10mins of farming his room out, however we'll be fighting the Poroggo NM too so I guess we'll just even out.
So the path you take is:
1. East - Get most cells (probably only missing a few equipment + stats)
2. NW - Kill the Imp NMs
3a. North - Kill the Gear + Gyroscopic Gear + Devilet + Slot NM
3b. East - Kill the Gears + Gyroscopic Gears + Stationary Rampart to open door
4a. Pop Chests until you get Fanatics Drinks, use them to sac pull one side of ramparts
4b. use PD or something to sac pull other side of ramparts
4c. Wait for Turtle to be summoned and pull it
Do you think it is easier or harder to do this with 12 people instead of 6? I've been getting the impression that farming NMs is easiest with a MNK MNK THF WHM RDM BRD setup in all the zones...
It never hurts to add more people, as long as you take your small 6-7 man group and deck them out first. Then only after they get everything they need start giving stuff to others.
That's the path we took, however no need to kill the unessesary imps/nm unless you need the items from them (which we did to make our sets go 2/3 instead of just 1/3). So you can save more time and use it to farm gears or imps/fomors in the other rooms.Originally Posted by Faranim
I think 8 is enough (lol), 12 is pushing it for alot of people, cells will start becoming scarce, 6 was plenty, we were junking every single cell aside fractus by lvl4. However, junking cells at level 4 tells us the means is there to gear people up if they were redundant previously.
We prefer going RDMx2 over RDM + WHM due to the fact there's another person with sleep/gravity/nukes/heals whenever needed. Our preferred setup for 6 manning any zone is RDM RDM BRD MNK MNK THF, depending on zone we'll swap a RDM for either WHM or BLM or even bring 2 more to make 8, like arrapago (Arrapago preferred is MNK MNK THF BRD WHM RDM BLM Misc).
But yeah, what i've noticed in salvage is the less you bring the more efficient you become in killing / strategizing, there's less stress over cell distribution.
Fully agreed. One of the biggest headaches I've suffered is trying to be inclusive of certain LS members, then ending up stressed out over people being useless due to scarce cell drops.But yeah, what i've noticed in salvage is the less you bring the more efficient you become in killing / strategizing, there's less stress over cell distribution.
Yah this happened alot at the beggining, LS members wanted to be part of it, so I brought them, but then went emo when they didn't get cells, such a headache :SOriginally Posted by Ayn
I make cell orders 2-3 days in advance for our shell and post them on our private forum. This way everyone knows in advance if they're going to get screwed on cells, and they can prepare themselves emotionally. I do my best to rotate this on each run so that you don't always have the same person who is always getting screwed on cells. It seems to work out ok. It's nice having the extra MNK firepower, even if they don't have abilities or anything.
Damn Wafik, not sure how you get all that done in one run. My group skips deadpan usually and only clears the Gyroscopic Gear room for Don Poroggo and routinely cuts that fight pretty close.
Usually go with about 12 people, East path on first floor to get our guarenteed cell drops, killing all fomors on east side. Skip second floor. Then clear all the gears + gear NM in North room and pop/kill Don.
Not sure if my group is just taking more time because we are farming more cells on the first floor or what, but im failing to see how you can clear all the fomors, 2 rooms of gears, several NMs, pop the card NM, and still have time to try the turtle with significantly less damage/people.
Guess we need practice O.O
We didn't pop the card NM on our run , due to no card ;p but we're doing that today while skipping some of the NMs that we don't need to fight. It's really not so bad with 2 MNK 1 THF 2 RDM 1 BRD, that's all you need to do everything I listed above.Originally Posted by Neosutra
Also having double relics sure speeds things up <_< Nothing like spharai hitting the level 1 mobs randomly for 400 and having mercy stroke destroying fomors.