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  1. #1241
    TSwiftie
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    Fenrir

    Yea confirming what Crizto said. The person who ports can flee and pull gear train back. We've had our best success with this method.

    Also worth noting, when you pull the gears back they will deaggro. If you have people ready you can split the train up by pulling a few off. (Splitting the gear train takes more time, but can helpful/easier for newer groups.)

  2. #1242
    Wincest Princess
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    Odin

    yeah ive done both methods of fighitng in start room or killing train. i like train killing. just enjoy it. besides i feel like we can kill the train faster tahn it takes to get all the ramparts back to start as long as we can grab train before it goes to the south side.

  3. #1243
    Salvage Bans
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    Asura

    Train killing removes quite a bit of stress on 4f though it is not necessary. You can also recover easier if you botch the sac pull. And you can also loot chests in between kills.

    My group can now kill 1234+Boss with 7 consistently. With 8-9 we can have 15-20 min left over at times, so much so nowadays we started clearing out all the gears on 4f.

    Used to have difficulty clearing even 1234. Practice makes perfect!

  4. #1244
    Wincest Princess
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    Odin

    Personally I see the 3 minutes of killing the train more beneficial than pulling ramparts, citadel and or chariot back to the start. I know people will fight citadel in the corner and all that stuff but really, it's faster to kill the train.

    The reason why we time out is because we wait 5 minutes for the train to even come back to our side. We haven't tried this in a few weeks though, so next time I'm there i'll try having someone flee and catch the train before it crosses over. We'll see I suppose.

  5. #1245
    Sai
    Sai is offline
    Hydra
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    Oct 2007
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    Quote Originally Posted by Gaea View Post
    Personally I see the 3 minutes of killing the train more beneficial than pulling ramparts, citadel and or chariot back to the start. I know people will fight citadel in the corner and all that stuff but really, it's faster to kill the train.

    The reason why we time out is because we wait 5 minutes for the train to even come back
    It certainly is not faster to kill the gear train. You're killing the ramparts too slowly if you need to wait for the gear train to come back again.

    I'll break it down as to why it's faster.

    1. You port up, and the THF + pullers get their ramparts. You should be able to bring all the ramparts back to the portal room before the gear train even gets close.

    2. You start killing the ramparts. I personally have my group do a zerg on this, our brd(s) 2hr and our melee 2hr to kill the ramparts. As you're killing them, the gear train should pass by you in the room next to you and start going back.

    3. You kill all the ramparts and rush to the corner where CC is safely pulled. You should be able to kill the ramparts before the gear train comes for a 2nd time. If not, then of course you're stuck waiting for the gear train to move again. If we're really doing well, we can manage to even kill CC before the gear train comes again. The most important part of skipping the gear train is killing the ramparts before the gear train makes a 2nd pass.

    Why waste time killing the gear train when you can get started killing ramparts before the gear train even makes it there? You have to waste a few minutes waiting for the gear train to even arrive, and that itself is a waste. It's much more efficient to skip it, provided you get the timing down to kill ramparts before the gear train comes for round 2.

  6. #1246
    Banned.

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    We usually pull 4 doors + chariot right away and they are all dead 1 or 2 minutes before the train reaches CC room on the way to you, which leaves time to move the camp in the corridor near CC.

    Quote Originally Posted by FailureMidgard View Post
    450 average without Overwhelm already gives an average higher than 519 with Overwhelm, by the way.

    Should probably figure out buffs/debuffs anyway, I have a drg with 5/5 angon in every salvage I go to, so that may skew things some.
    still waiting on your numbers.

  7. #1247
    Sandworm Swallows
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    Quote Originally Posted by Gaea View Post

    But yeah, SSR 1234 + Boss is an amazing accomplishment. But we haven't done it yet. I think we mostly need a little bit more of 4f practice. One of the best ways to get enough time for boss is to have a Thief flee to the train before it crosses the middle so you can get it early. We haven't tried this yet but it's coming up soon. Maybe we'll pull it off then.
    I find doing 4 + boss easy in most cases. As far as that pull, i have a nice system that works well for me. I get a fanatics + powder boots. Right when you go up to the floor the train is in the 1st room with the chest (Sometimes it has chest, sometimes it doesn't for us). Have you pullers right with you and get with the train. I use the powder boots run in the main room and aggro everything, then i run to the middle and PD. Everyone pulls off you then i run to the next room and aggro the train.

    PD should be almost off by the time i aggro the train, then i pop the drink and wait about 20 secs, while walking the train back to the main room. This gives your pullers time to get the ramparts most of the way back. Right before the drink wears i flee and run back to the start of the floor, which deaggros everything and help kill. By the time our group has killed the Chariot and 3 of the 4 ramparts, the train is in the room next to us and i follow it back to the main room. 9/10 times they finish off the last rampart right when the train hits the room. pull the turtle that doesn't drop shit, kill, tele up and finish the run. We normally finish with about 10 mins left.

    Thing about gears, if you aggro them they have to move back to the spot in which aggroed before starting their paths again. This gives you the ability to control where they will be and when.

    IE. the train is otw back to the start and enters the middle room with the ramparts. You aggro it and run them all the way back to the starting point before deaggroing. They will then go back to the middle room and restart the path going back to the starting room event tho they just followed you down there.

  8. #1248
    Sandworm Swallows
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    Quote Originally Posted by Gaea View Post
    Personally I see the 3 minutes of killing the train more beneficial than pulling ramparts, citadel and or chariot back to the start. I know people will fight citadel in the corner and all that stuff but really, it's faster to kill the train.

    The reason why we time out is because we wait 5 minutes for the train to even come back to our side. We haven't tried this in a few weeks though, so next time I'm there i'll try having someone flee and catch the train before it crosses over. We'll see I suppose.
    Yea like i said above the train is in that 1st room with the chest when the 1st person enters the floor. Remember the person that takes you up has a good 20 secs or so on the rest of the party. Make it your thf and he should have no problem getting the train before it goes into the main room if you still want to kill the train.

  9. #1249
    Relic Horn
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    Quote Originally Posted by Kirschy View Post
    Yea confirming what Crizto said. The person who ports can flee and pull gear train back. We've had our best success with this method.

    Also worth noting, when you pull the gears back they will deaggro. If you have people ready you can split the train up by pulling a few off. (Splitting the gear train takes more time, but can helpful/easier for newer groups.)
    This, this and this again.

    The real trick we used to do is give the THF powder boots and use them BEFORE he ports up. This way you will be fleeing already upon arrival and get the train quick.

    THEN you have your normal flee also ready to flee further or whatever. Back then I did Salvage every day for Alex we often used to clear 1,2,3,4 and Boss with 6 people.



    When we had a top crew we would do:

    THF boots > Port up > Aggro Train > Kill Train with RDM Chainspell Sleeping > Pull 4 Ramparts and Chariot in 1 Go > Kill Chariot > Kill 4 Ramparts while sleeping Reinforcements > Turtle will pop EVEN if Reinforcements are still alive > Kill Turtle while keeping rest of Reinforcements asleep > Send a guy to porter room when Turtle gets low.


    That´s the most advanced and time saving way I can imagine on that floor.

  10. #1250
    Black Belt
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    Arthars Menethil
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    Chocobo
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    Odin

    what we did for a 6 man 1 2 3 4 boss run is to THF flee > port > aggro the train > CS sleep and kill the train and do the usual rampart + chariot shits.

    EDIT: Nvm lyra kinda posted exactly what we did lol

    when we do 3 man SSR for 4F, we just ignored the train and bring 2 x 2 ramparts to the start. The gear train will usually reach the start as we kill the 2nd rampart, and then we will go again for the next 2 rampart. After which, we will kill turtle at the corner of a room.

    got 35 usu body yesterday 3 manning! w00t

    and each to his own i guess, as long you get your job done. The only tough thing in SSR is 1W 2NW 3N 3E 4E + boss with 6 man, but still do-able if you have your game plan right.

    as for bringing 8-9 man for SSR, i have no comments....how do you split your loots O_o 1 35 with 2-3 lotters?

  11. #1251
    Relic Horn
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    Nvm lyra kinda posted exactly what we did lol
    In my grave - stealing our advice fame !

  12. #1252
    Banned.

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    We havent killed train in forever and I couldnt imaging wasting that extra time doing it anymore.

    Zone up, run to the main room, grab the ramparts/chariot while your thf sacks, pull them back to the start room and kill. There is really no reason to mess this up, no reason to lose aggro on the ramparts, and no reason to waste 2-3 extra minutes killing the gears.

    The ramparts should be dead by the time the gear train is heading back south. Move south and pull CC, kill, and port up. The whole floor should take under 8-10 minutes.

  13. #1253
    Salvage Bans
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    Quote Originally Posted by Arthars View Post
    After which, we will kill turtle at the corner of a room.
    Should kill turtle in the corner of the hall just north of its pop, not pull into the chest room; the gears go by faster, so you don't have to hold off magic as long, and even if you do get aggro they'll just kill one person and then go on their way. And it's closer.

  14. #1254
    Banned.

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    Ifrit
    WoW Realm
    Area 52

    Quote Originally Posted by Neosutra View Post
    We havent killed train in forever and I couldnt imaging wasting that extra time doing it anymore.

    Zone up, run to the main room, grab the ramparts/chariot while your thf sacks, pull them back to the start room and kill. There is really no reason to mess this up, no reason to lose aggro on the ramparts, and no reason to waste 2-3 extra minutes killing the gears.

    The ramparts should be dead by the time the gear train is heading back south. Move south and pull CC, kill, and port up. The whole floor should take under 8-10 minutes.
    With 6 people? Relic aside, I dont think we could kill that fast. with a 7th member..sure, but we rarely have one.

  15. #1255
    E. Body
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    Leviathan

    Quote Originally Posted by Kaylia View Post
    With 6 people? Relic aside, I dont think we could kill that fast. with a 7th member..sure, but we rarely have one.
    1 word, angon, I did before in about that time mnk mnk drg rdm brd thf cleared hammer > dekka > Both Gears > Turtle had 15 minutes left but we weren't aiming for boss so ended.

  16. #1256
    Black Belt
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    Quetzalcoatl

    it is actually about that fast Kaylia, even without relics. You go all-out with 2-hours on the chariot and rampart.

  17. #1257
    Banned.

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    enter > pull > kill all with 3 melees and a brd : the train is now plain south heading back to you, so at that point you are ~ 10-11 min inside. Only need to pull CC now. 8 min is exagerated and you still need to kill <CC and then port up. ~15 min is more realistic.

  18. #1258
    Black Belt
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    Arthars Menethil
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    Chocobo
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    Odin

    no need relics for 4F

    but i do believe a good THF is needed.

    most people bring thf to salvage for TH......but a good thf can really speed things up in the whole run

    eg. having a ridill thf helps kill shits much much faster in 1F and 2F powderkeg room. can safe you 10 mins in the whole run rather than just 2 good DDs pounding those fomors

    being 1 and 2F aside. this good thf can really really speed things even further at 3 and 4F

    Gears = flying = PIERCING LAND OMG

  19. #1259
    E. Body
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    Leviathan

    Quote Originally Posted by Arthars View Post
    Gears = flying = PIERCING LAND OMG
    when I can go w/drg I have to wonder are gears weak to pierce?, I commonly manage 2k drakesbane on gears.

  20. #1260
    Black Belt
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    Odin

    yea they are "birds" and weak to piercing

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