With 12 or so, chance u might get screwed on magic if you go Dekka route, Powderkeg might be better unless you really need to kill Dekka/Gyro single.
With 12 or so, chance u might get screwed on magic if you go Dekka route, Powderkeg might be better unless you really need to kill Dekka/Gyro single.
Trying to do Gyro since someone only needs 15 for upgrade :/ btw how long does it take for the roaming gears to get there when you port up to 4F? Good to wait for them to come back to where to port up and then follow and pull ramparts for Chelonian?
When you port up to 4th floor do not wait! You have time to get your rampart pullers up and do a pull easily. But dont wait around for more than 30se - 1min or the geartrain might peek out
Thanks for the info, gonna do another run today but we don't need Gyroscopic gear so don't wanna go that way. It's possible to do Hammerblow > Powderkeg > Turtle without running out of time right?
My group is able to do Hammer>Powder>3gear>Turtle or Hammer>Dekka>1gear>3gear>Turtle, and clear the entire 4th floor for cards, so it should be fairly easy to do just 3 nms. Depends on how much your group sucks, I suppose.Originally Posted by Clynt
In regards to not clearing the gears on 4F, are the ramparts sleepable?
What plan i proposed for my group is pulling the 4 ramparts back to the porter room immediately
Taking the assumption that the triple gears will deaggro as you pull the rampart to porter?
or do ppl kite it around the room as everyone kills one by one?
we'll like to avoid patrol if possible as they have caused as much grief
Ramparts sleep both to light and dark effects.Originally Posted by bzs
Ramparts are shit at following and will deaggro before the triple gears do. Sac-pulling the triple gears away and pulling the ramparts from the train to the porter room works great.
As aurik said Ramparts are shitty to pull. They will open and close their gates while you run with them so you need to pay close attention.
Just curious how long it takes most people to clear 2nd floor SE (and powderkeg). This is my biggest time sink here wasting about 5-10 min that I keep needing on later floors.
Goal atm is
first floor = 20 min. Hammerblow.
second floor = 20 min. (taking about 30 atm). Powderkeg route.
3rd floor: kill 8 gears, gyro, and rampart: 15 min (takes about 17-18 atm, but easy fix).
4th floor: Run and grab ramparts/chariot as soon as we zone, get off floor in 20 min (usually 25 atm).
I can optimize our time on 1,3, and 4. But just taking the time to kill 20 something enemies that dont die in 20 seconds is just always a time sink.
We steady pull with our thf so one is always waiting, dia, acid bolts, brd, usually 3 decent melee DD, blm even sometimes. Just really need to pull 5-10 min out of this room that Im just not getting atm.
Are you fighting CC in these runs too? You just say you grab ramparts and chariot is why I was asking. I'll assume you do though since you are in fact pulling the rampartsOriginally Posted by Neosutra
I imagine you already do it, but one thing my group does different assuming you don't, is go into PK's room after a corner or so is cleared out, makes the pulls alot shorter (not always safe I know
)
Originally Posted by recuperi
Yes, we are fighting CC too and yes we move up in PKs room as we clear more and more of the room to reduce pull time.
1/2 on GG3 (for a person which suddenly doesn't play anymore -.-); 1/1 on GG1; 1/5 on Powderkeg (Macha mine :3); 0/13 on Hammerblow; 0/6 on Dekka so far.
Just a lil question (my english sux a little): our goal for us is atm do in the same run Hammerblow -> Dekka -> Citadel Chelonian.
However, we maybe take too much time on floor 3 (haxing Devilet + bound Rampart). In the Devilet room, the first time, we tried to pull (everytime he flees away) and kill the Devilet without killing the Gears first, but our puller was unable to pull without agroing the gears sometimes (and, btw, everytime he flees the pull took a lil more time than it would have taken).
So, now we kill all the gears first (but one) so we can quickly pull the Devilet everytime he flees. But as I said, this take too much time I think ><
Any suggestion to speed up the devilet room so?![]()
Ty '-'
Marduk feet suck.Originally Posted by Sir Zero
Go Hammerblow -> Powderkeg -> Gyro3 -> Turtle.
And once you get good at that, add in boss.
marduk feet are the only piece I'd want for white mage in that set. (and they're not the worst piece in that set either, really.)
almost the best enmity in the slot (best is -5, several pieces)
most mind in the slot by a mile. 30~mp and enfeebling skill.
Yep, our WHM wants those.
So we need to do Dekka atm, that's why I'd like some suggestions to speed up the running Devilet room![]()
If you want to skip the devilet gears, use a pet job to pull him. Or, kill a few gears and have a smart ranged-attacker.
Oh, good idea. Could a WHM/SMN pull this off or would you need an avatar strong enough to be able to bring the Devilet back with it (using Heel or whatever the SMN equivalent is for it)? Dunno if just sending Carby to suicide would be enough to get the Devilet to your party, but that could potentially save a lot of gear-killing time.Originally Posted by aurik
Once the avatar even attacks it once, devilit will kill it and come to the whm whom summoned it and attack till his next run phase, this speeds up dev kill a bit, but sometimes carby can take his time >.>.Originally Posted by Znake
I just clear the room because it takes about 8 minutes to kill the gears.
I'll try this, ty 8o
We tried this with a whm/smn but couldn't get it working at all. Carby would die in 1-2 hits and then the Imp would keep going on without hate. but yeah, it ended up being faster doing it in our normal style of just pulling gears.Originally Posted by Neosutra