yeah, haven't really missed them yet honestly; just surprised a bit to see just about everyone has a blm along on their runs it seems.
I can rearrange a bit and end up with whm brd blm instead of whm whm brd, maybe I'll do that next time.
yeah, haven't really missed them yet honestly; just surprised a bit to see just about everyone has a blm along on their runs it seems.
I can rearrange a bit and end up with whm brd blm instead of whm whm brd, maybe I'll do that next time.
Only zone I bring 2 whms too is Zhayolm simply because having 2 dedicated healers after each Discoid is very nice. (We get unlucky with discoid, happening about a dozen times a fight.)Originally Posted by Amele
well, one of my whitemages (I'm the other one) doesn't make it very much, so we usually have just a whm and a bard back line. two whitemages would be nice for aoe vs SSR machinery, sometimes if they do AG or similar back to back I end up either losing the person who inevitably doesn't have an HP cell yet, or curing enough to take hate off the mnk/nin tank(s) which can end up with me in the dirt depending on whether or not I happen to have hp at the time lol.
in theory if everyone showed up, I'd have mnk mnk mnk drg thf whm whm brd rdm pld but realistically, we're lucky to have more than 6 on any given night.
I like my group. Everyone except 1 person have at least 1 mage job and 1 melee job lvled, so I can mix and match according to what's needed. In all honesty, I'm not a fan of BLM at all in Salvage. Only zone I'd consider them needed in is Bhaflau for 4th floor Rampart. I've started to like SMN more then BLM. Can do decent damage, and I really enjoy earthen ward for archaic-type enemies. Great for Rail Gun, Discharge, Inertia Stream etc.
About to try and do Silversea boss run, this is what im getting that we should we doing. (please correct if wrong)
1F: take east path at start, kill all up until the 16 fomor room, then send 1 to port, while you try and kill as many as possible before wipe > port. 2F: not sure what cells we should be farming here..but port up a south route to make 3F easier? 3F: South doors always open, West port is always open. so go that route, what cells to farm here? 4F: port to 5F always open on west side, train and reraise and go up? 5F/Boss: Uses charm and aoe para, otherwise basic fight.
Our alliance should be around 8-10 members, 2mnks rdm whm brd cor drk/war/sam to fill the rest. Now we could bring a NIN instead of a war / sam, and im also concerned about having 1 rdm and 1 whm only. With that said...any comments / suggestions be appreciated.
East path on first floor + SW room on second floor should completely or almost completely unlock a group of 8-10 people. You can most likely go straight to the boss after farming those 2 floors. If you are particularly unlucky with cells, you can continue farming on the third and fourth floor (gears are all random-3 drop).
Ok I got the boss route down, but we are trying to do the morrigan legs NM otw up. Any advice on pulling this 16 fomor room..? I see the mobs dont link to each other but they do link to a differnent type of mob, we keep getting way too many links this room.
Just be patient, and dont pull fomor near imp. There is only 4 imp, and 2 of them are usually far, so it's not too bad. If you ever get link, voke the imp first and have the puller kite them/unagro them away.Originally Posted by Ruin
The title for defeating LAC is "Moon Charioteer".
P.S PUP's VE pawns on this mob. It can't be charmed and even uncapped, does ~50 a hit, has fantastic accuracy, and has ~300 Cannibal Blades. Just be sure to have Repair and RR handy in emergencies to keep it alive.
i know what kay meant but just so there no confusion. them would be the formers. if you pull imp, voke and kill imp while puller kites the former away.Originally Posted by Kaylia
Note to self. Never, ever fight Gakke again.
What's wrong with gakke? I never popped it before, but is there an need for it?Originally Posted by divisortheory
How much hp/attack does it have compared to the other 2 imp in the room.
We're always short on magic cells. The other day we went with 7 people, got all the way to Citadel Chelonian and finished him, and our black mage never got magic. So we decided to try to pop Gakke to dupe some magic cells. He's not particularly hard, but he has about as much HP as Deadpan and Dekka. So it just takes a really long time to kill.Originally Posted by Kaylia
Yeah, we had so many silversea where magic rotted, but last 2 run, we got 0 cell on first floor (excluding the 3magic one), and none till very late in the run (got 2 magic cells on the last gears before Gyroscopics Gears last time)
Sam/war is a good alternate tank now. Save one magic cells on the way up and they can tank everything, including mega if you got jewed. I give the magic to blm before the 2nd utsu tank now, and it worked well so far.
Are you guys clearing all of 1F? I assume you do Hammerblow side. It takes an extra 5-7 minutes total to clear the far room in both wings, and speeds up the run by a lot. Before, we would skip these rooms and end up barely having time to do Hammerblow > Dekka > Gyro Gear > Citadel. After clearing all of 1F, we have time to comfortably do Hammerblow > Dekka > Gyro Gear > Don Poroggo > Gyro Gears > Citadel. Mostly because our BLMs always have magic by the end of 1F (and when BLMs get magic it means everyone in our 8-10 who needs magic has it, including 2 tanks).
If I'm taking Dekka path, I will clear everything on first floor. If I'm taking Morrigan slop path, I will clear both room and/or until we get 3 magic.
Last run really sucked for magic. Cleared all 17 fomor and got 0 magic cell (1 from chest). None on next floor since Dekka cant drop magic (I think?), got 0 magic while clearing Gyro Gear, and 2 magic on the very last gears trio we fought. Ended up fighting every NM and killed mega with 7-8min left, but that zone can be a pain in the ass when you are not lucky.
Deadpan Devilit you mean, and yeah his drops seem static. I think it's 2-3 Weapon, Subjob, HP, and Abilities. No magic unfortunately, I kinda wish it did drop magic though, would make things so much easier. I have interest in my Salvage group to bring 18 people each run if I wanted, but cells just don't pan out for that many haha. And unfortunately no one else in my group is really lead-worthy I don't think, so they would have trouble trying to lead a separate run to make 2 runs going on at the same time. Too bad, oh well, just gotta tell people no room and stick to 9-12.Originally Posted by Kaylia
Well, both Dekka/deadpan spawn in the same room, no? If no, sorry for the confusion
I'm also limiting my run to 12 people for cell drop rate, but also to prevent unecessary screw up, cell passing problem, afk and the like. Going with more usually end up giving me more headache.
He does, but you made reference to cell drops, so I assumed you meant Deadpan. Dekka doesn't drop any cells.Originally Posted by Kaylia
Yeah, that's part of the reason why I limit to 12 also. Even with 12 it can get very headache-inducing, especially when people can't follow a simple guideline and need to be told exactly what cell to lot when...Originally Posted by Kaylia
whats the best way to deal with the roaming gears on 4f ??
Wait for them to path to you, and then work on the ramparts ? Or just work on the ramparts and deal with them when they get there ?