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Thread: "The Wyrmking Descends"     submit to reddit submit to twitter

  1. #81
    Galkasaur
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    I personally don't find Fire Resist gear for Gigaflare to be very effective.

    You need a metric ton of it to stand a decent chance at resisting Flare, even assuming you get that much there is still no guarentee you will resist it and you sacrifice A LOT of HP to get that much resist gear. I would rather have enough HP to know I can survive Flare.

    I would recommend a standard haste/enmity/hp set up, has worked well for me. If you can get a Corsair in the tank party for Magus' roll it will help immensely.

    Other than that save Rampart for Flares & you should be able to survive them relatively easily.

  2. #82
    Blackice
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    Macros my dear boy, macros.

  3. #83
    Galkasaur
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    Not sure if you were referring to what I said about resist gear Blackice.

    My point was that let's say to get 300 fire resist gear you lose 200hp or so, not sure what the actual # is.

    If losing 200hp means it's 'possible' to be one-shotted by Gigaflare then I would say you are running a greater risk by putting on the resist gear than by going for HP gear. It's not 100% guarenteed you will resist Gigaflare, even with 300 resist, and you could get unlucky & have barfira dispelled right before flare as well, significantly dropping your HP.

    I do understand that you can macro in the gear just for Flares, but I think you misunderstood my point.

    I would rather have enough HP and know that I will survive Flare even if I take 1500 damage than lose enough HP where I am worried I may be one-shotted if an unresisted one goes through.

    A better idea is likely to macro in a few -% magic dmg items which will knock off a ton of damage from Flare since it's % based, and aside from that go with HP for Flares.

    Of course the 'easiest' solution is Aegis + Rampart.

  4. #84
    Blackice
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    Nah, wasn't pointed at the elemental resist comment, nor you in general. Was more of a reference of an inside joke Ruke and I have about the majority of PLDs having a 'static' gear set for tanking and not bothering to macro different gear for different times during the course of a fight.

    On topic, I whole heartidly agree -% magic is the best gear set for Flares much more reliable obviously, and you don't even need an Aegis to reach -50%.

  5. #85
    Galkasaur
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    I use an almost static set of gear, but have yet to see a fight where it doesn't work well for me.

  6. #86
    Ayn
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    I realize I stand to be laughed off the face of the earth by even remotely suggesting this, but:

    In an effort to include melees in this fight a bit more, would it be worthwhile to include either a very decked out SAM or a very decked out RNG alongside a THF?

    I ask this because I'm wondering if those two jobs, which can create a nice skillchain together, would help somewhat in getting more..'bang for the buck' I guess? Our mages have told me that Bahamut builds up magic resistance quite fast, so if they're only doing the big damage spells during a skillchain (since you *can* control the fight) would it be worth it?

    My options are.. an army of Samurai (SAM/THF maybe? Run in, do a weapon skill, run back out) and a RNG with a Yoichinoyumi. It seems that Namas Arrow is either. . hateless, or generates an *immensely* low amount of enmity, so maybe something like Namas to Sharkbite for a light skillchain at set intervals, would prove to be effective?

    My only concern, of course, comes with the Wyrms Bahamut will summon.

    We're going in with 7 black mages (8, originally, one dropped to make room for the SAM). I've also heard of bringing in a SMN, but I'm not sure if that's worth dropping yet another BLM just to give either. . magic shroud, or a bunch of buffs to tanks so that horrible roar erases those first.

    Also. . is THF/DRK still an acceptable combo on this fight to combat his stuns, or no?

    I'm not trying to be stubborn and say "MELEES 4 LIFE", but considering that we allow them to participate in Ouryu and get the Monarch orb in the first place, I'd love it if we could make even one more space for someone aside from the LOLTH4Bitch (read: me)

  7. #87
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    When my group did Baha2, we had only 6 BLMs (mostly w/ merited ele skill) and didn't have -too- big a problem dealing with summons. Takes 2-3 volleys with 6 BLMs, for sure. We ultimately wiped our first try due to instability in the Baha tank pt... because summons' AOE was hitting them... but the second try we did much better and won .

    We had 2 melee in our alliance for both Baha's~ a DRK (for stun) and a THF.

  8. #88
    Fake Numbers
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    What ENMs are people doing to get the Cloud Evoker. I've done Holy Cow over 25 times and Sheep in Antlion clothing over 25 times and never gotten one.

  9. #89
    RIDE ARMOR
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    Quote Originally Posted by Blackice
    On topic, I whole heartidly agree -% magic is the best gear set for Flares much more reliable obviously, and you don't even need an Aegis to reach -50%.
    What gear are you using to get to -50% magic damage? I looked through somepage's db and could only come up with -25% without Aegis.

    4% Coral Sc. Mail +1
    8% Merman's Ring x2
    3% Coral Cuisses +1
    4% Merman's Earring x2
    2% Coral Fing. Gauntlet +1
    2% Coral Visor +1
    2% Coral Greaves +1
    25% Total

    Edit: 33% if you have Minerva's Ring.

  10. #90
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    Shell V fully merited adds around 20+% of magic reduction to start with.

    Oh, you left out resentment cape too

  11. #91
    >The Implying
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    Shellra V is not a reliable spell to use in Bahamut v2, because it requires the WHM get in Flail and Impulsion range to refresh it. Best to stick with a Pro1/Shell4 combo when using blinktanks (and you should be blinktanking. Bahamut hits like a truck falling out of orbit).

  12. #92
    RIDE ARMOR
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    Quote Originally Posted by Zilong
    Oh, you left out resentment cape too
    Oh yeah, I guess B v.2 is in a signet area, isn't it?

  13. #93
    Sea Torques
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    whm/nin for that fight wins

    askeplsios (or templar mace if you have it now i guess, we did this fight a while ago) + raise II rod worked very well

    on our first attempt all our whms were /mage sub.. and we died a few times.. and among other things, wiped @ 3%

    second time we tried i changed to /nin and didnt die once, other whms died a couple of times ... sometimes jus unavoidable cause of an unlucky run in to recast barfira or something

  14. #94
    >The Implying
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    WHMs shouldn't need NIN subs to survive in Bahamut v2.

    Barfire is typically only helpful as a buff that can help absorb Horrible Roar to prevent it from taking Shell. The only fire attacks you should be getting hit with are the Flare attacks, and an MDB/magic damage taken-% build are for more valuable for trying to resist Flare damage than a Barfire build. Barfire with Barspell merits might be good, but risky for the WHM to cast. Rukenshin has pretty much a maxed Barfire build, and he'll tell you its no guarantee on resisting damage from Gigaflare.

  15. #95
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    Quote Originally Posted by Baeladar
    Quote Originally Posted by Blackice
    On topic, I whole heartidly agree -% magic is the best gear set for Flares much more reliable obviously, and you don't even need an Aegis to reach -50%.
    What gear are you using to get to -50% magic damage? I looked through somepage's db and could only come up with -25% without Aegis.

    4% Coral Sc. Mail +1
    8% Merman's Ring x2
    3% Coral Cuisses +1
    4% Merman's Earring x2
    2% Coral Fing. Gauntlet +1
    2% Coral Visor +1
    2% Coral Greaves +1
    25% Total

    Edit: 33% if you have Minerva's Ring.
    Defending Ring -10%
    Palmarin's Shield (lol) -2%
    Resentment Cape -5%

  16. #96
    Bagel
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    Quote Originally Posted by Zilong
    Shell V fully merited adds around 20+% of magic reduction to start with.

    Oh, you left out resentment cape too
    Shell IV is 20%, Shell V is 23% (3/3 merits).

    I beleive Shell counts in reaching the -50% cap.

  17. #97
    >The Implying
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    Quote Originally Posted by Dammerung
    Quote Originally Posted by Zilong
    Shell V fully merited adds around 20+% of magic reduction to start with.

    Oh, you left out resentment cape too
    Shell IV is 20%, Shell V is 23% (3/3 merits).

    I beleive Shell counts in reaching the -50% cap.
    Hmm, I was pretty sure that Shellra unlocked was 23% and fully upgraded it goes to 25%.

  18. #98
    Bagel
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    Quote Originally Posted by Jeryhn
    Quote Originally Posted by Dammerung
    Quote Originally Posted by Zilong
    Shell V fully merited adds around 20+% of magic reduction to start with.

    Oh, you left out resentment cape too
    Shell IV is 20%, Shell V is 23% (3/3 merits).

    I beleive Shell counts in reaching the -50% cap.
    Hmm, I was pretty sure that Shellra unlocked was 23% and fully upgraded it goes to 25%.
    That wouldn't follow with how pathetic the Protect5 upgrade works, I think it goes +5 then +2 +2 over Protect4.

    The stuff I read when it first came out was just 1/2/3% over Shell4. Of course it would be nice if it was 25%, but it doesn't match the Protect5 upgrade of not even granting the next tier in spell progression.

  19. #99
    Ruke
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    Quote Originally Posted by Linsivi
    Quote Originally Posted by Baeladar
    Quote Originally Posted by Blackice
    On topic, I whole heartidly agree -% magic is the best gear set for Flares much more reliable obviously, and you don't even need an Aegis to reach -50%.
    What gear are you using to get to -50% magic damage? I looked through somepage's db and could only come up with -25% without Aegis.

    4% Coral Sc. Mail +1
    8% Merman's Ring x2
    3% Coral Cuisses +1
    4% Merman's Earring x2
    2% Coral Fing. Gauntlet +1
    2% Coral Visor +1
    2% Coral Greaves +1
    25% Total

    Edit: 33% if you have Minerva's Ring.
    Defending Ring -10%
    Palmarin's Shield (lol) -2%
    Resentment Cape -5%
    He often uses Minerva's Ring, and together with his gear it comes out to about -28% I think. Combined with Shellra V that should be just about -50% taken. I don't remember his gear off of my head though.

    Quote Originally Posted by Ayn
    I realize I stand to be laughed off the face of the earth by even remotely suggesting this, but:

    In an effort to include melees in this fight a bit more, would it be worthwhile to include either a very decked out SAM or a very decked out RNG alongside a THF?

    I ask this because I'm wondering if those two jobs, which can create a nice skillchain together, would help somewhat in getting more..'bang for the buck' I guess? Our mages have told me that Bahamut builds up magic resistance quite fast, so if they're only doing the big damage spells during a skillchain (since you *can* control the fight) would it be worth it?

    My options are.. an army of Samurai (SAM/THF maybe? Run in, do a weapon skill, run back out) and a RNG with a Yoichinoyumi. It seems that Namas Arrow is either. . hateless, or generates an *immensely* low amount of enmity, so maybe something like Namas to Sharkbite for a light skillchain at set intervals, would prove to be effective?

    My only concern, of course, comes with the Wyrms Bahamut will summon.

    We're going in with 7 black mages (8, originally, one dropped to make room for the SAM). I've also heard of bringing in a SMN, but I'm not sure if that's worth dropping yet another BLM just to give either. . magic shroud, or a bunch of buffs to tanks so that horrible roar erases those first.

    Also. . is THF/DRK still an acceptable combo on this fight to combat his stuns, or no?

    I'm not trying to be stubborn and say "MELEES 4 LIFE", but considering that we allow them to participate in Ouryu and get the Monarch orb in the first place, I'd love it if we could make even one more space for someone aside from the LOLTH4Bitch (read: me)
    I think a decked out RNG and SAM could work very well (better than just about any other melees could), as long as you have enough BLMs and support to both keep up damage and to keep them alive. RNG could do steady damage at a good range out of AoE on Bahamut, and in addition can whip out a good amount of damage with slug>barrage>slug on the Wyrms (although they suffer a damage cut, they're weaker so it should be ok). SAM can also meditate for TP and run in for WS on baha, and also WS zerg the Wyrms.

    Really the biggest problems with melee in that BC is having to go Bahamut's AoE range to do damage, and not having as good of a zerg-fast ability as BLMs do for wyrms. But, timing abilities right and such, I think RNG and SAM could do well assuming good gear/merits. Most AoE damage can be avoided while DDing Baha, and you can do a lot of damage in a short time with the right abilities up.

    As far as I remember melee damage does very well on him too, and I remember melee PT of 6 burying Bahamut V1 in like 2 minutes. As long as it's dispelled the damage should be decent.

    For THF sub I recommend either WHM to help with extra cures/nas/raises in emergencies or SAM for damage, I _think_ /DRK would get resists on Stun pretty fast. But, if not then it might be worth the try.

  20. #100
    Blackice
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    This is my mix of HP and -% magic, I know I could take it a bit further like Coral Hands/Head/Body+1, but like someone previously stated, fully upgraded Shellra V = -25% on it's own, which I was including.

    http://img.photobucket.com/albums/v4...903/pldmdb.jpg

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