Split up on first floor! Maybe you can clear the entire first floor in 30 minutes hehe.Originally Posted by Wizerd
Split up on first floor! Maybe you can clear the entire first floor in 30 minutes hehe.Originally Posted by Wizerd
To be honest I think it's faster to keep together at least until a few weapon cells drop. Maybe I'll split up to clear NE and SW wings. Can't clear all of SE due to how the first group did it. I'm gonna analyze their kill counts again to see if there's a better route to take.Originally Posted by divisortheory
The main time sink in Arrapago 1F is the backtracking after you clear a wing. Splitting up would knock out over 5 minutes of backtracking. Furthermore, you could send all your MNKs straight to the skeleton wing, and leave all your Ridill WARs to deal with the Qutrubs.
actually qutrub have the same physical weaknesses as skeletons do (atleast they seelmingly seem to be strong against piercing), and that would also require two thieves.
Only normal WARs now though, due to some member changes.Originally Posted by divisortheory
I could see a problem though if only 1 magic drops from chest. I'm gonna try this though, since we'll come across 3 magic droppers relatively quickly (RDM, and 2 BLMs), and I'll make our MNKs bring some Hi-Potions.
We attempted to reproduce the 6F QQTH pop runs with 8 people.
On 1F, we cleared SW and NW wing, all of NE except a few draugers and pulled 2(out of 4) lamia from SE. So we killed all the lamia but 2 in the SE. We killed 1F rampart and sabotender, went up NW.
On 2F, we killed the lamia that dropped JA and killed QQA.
On 3F, we went west and cleared first 3 rooms, killed QQTH.
On 4F, cleared all gears, (4)crabs and ramparts, killed Psychflayer, killed QQTH.
On 5F, cleared everything (including Orobon and 2 Devil Mantas) except QQA.
On 6F, cleared all the gears then the 2 ramparts that summon treants with 2 minutes left.
No pop and no drops.
Do have 2 Thieves, Qutrubs aren't strong to piercing, AND Ridills are Slashing anyway.Originally Posted by NynJa
1 BRD though, think to the WARs & Qutrubs or MNKs & Skeletons?![]()
The first floor is actually what seems to be the key. I think they might have popped if you actually cleared all of the NE wing.Originally Posted by futceez
That's odd, I did mercy stroke for over 1700 on one the other day, and a standing Sneak Attack for 750.Originally Posted by NynJa
I've never noticed what you mention at all.
also, his setup specifically mentioned 2 thieves and 2 of each mage, which is why I suggested it.
Slight change of plans now, because I just found out one of my members isn't coming anymore (was a new person, decided against Salvage in general).Originally Posted by divisortheory
My plans are to have 2x THF, 2x MNK, 2x WAR still, and RDM WHM BRD will be for sure because those 3 come every run as those jobs. That leaves 1 member with the option of RDM or BLM (SMN too but meh in Salvage), and someone with WHM BLM RDM or BRD(I think). Assuming 11 members, I'm thinking 5 in each group optimal for clearing separately, plus 1 BLM for things like QQTH/Stun etc?
MNK - Skeletons
MNK
THF
BRD
RDM
WAR - Qutrubs
WAR
THF
WHM
RDM
BLM
Something like that?
Qutrubs also take double damage, so that 750 sneak, is more like a 375 sneak, and that 1700 mercy is more like 850, both of which are a tad low.Originally Posted by divisortheory
yea but at least in my experience it seems proportional to what MNKs and other melees are doing. As for being weak, you also have to consider no DEX, no AGI, no STR unlocks, and no gear either.Originally Posted by NynJa
But so is a 600 Asuran Fists. Considering no gear at that point, it's pretty decent and shows no evidence of penalized damage. Notice your damage on the Skeletons - you're getting 90-150 damage Sneak Attacks depending on your gear at that point.Originally Posted by NynJa
I asuran those qutrubs for over 2000 damage at times, so a 1700 mercy is a bit weak.
just talked to my mnks...
without weapon or gear, they do around 600-1k naked, but can jump up to 1500+ with weapons and certain unlocks.
Mercy sucks on Qutrubs, they're skele and take peircing dmg penalty, no idea if banish works for them but technically it should.
I'm not sure if this is entirely true, or just dumb bad luck, but I just did an AR run today with 4 people: MNK WHM BLM RDM. We did QQTH 2x, Chariot and QQa (since we had extra time). On the 5th floor, we decided to farm a few 1-gears on the way to try and get a SJ cell for the rdm. We should've farmed 1-gears on the previous floor, but forgot. Anyways, I was thinking about the weird aggro conditions of the ramparts while I was pulling and realized perhaps it could be method I pulled the gears which triggers the rampart aggro, or maybe the fact that we killed some at all. Normally on our small run, we skip all gears if possible and have no problem running behind the rampart. Today, I ran behind it in the same manner but had aggro on the first rampart and the one infront of the door.
So I'm thinking either you need to pull the 1-gear without aggro, similar to Bhaflau, or just cant fight them at all, to avoid Rampart aggro. Or... Rampart aggro is completely random.
Rampart aggro seems to just be random.
Anyway, splitting up didn't work yesterday. Either I didn't explain it well enough, or I pulled too fast, or something, I don't really know, but things went wrong and we lost about 11-13min of time on the first floor. We ended up grouping back together and just mass raping things the way I planned before. We'd have cleared the first floor mobs I wanted to in about 42 minutes (2 min past what the QQTH poppers did the first time) if I didn't fuck up at all. Didn't end up clearing what we needed to in time and no drops from any of the NMs.
My JP group tried also last night, but they seem to be killing more than they need to in the SE wing, so I don't think they would have popped anyway. They're killing all but 3 skels in the last room of the SE wing. This ensures that the Rampart will pop, yeah, but not always necessary. We wasted about 10min on 3F because they thought the QQTH would come back since it had DOT on it, when it went to the porter room. It wasn't gonna Regen right away but it won't come back unless it can find the person with hate. It ended up idling in the room long enough for DOTs to wear and full Regen. I had a feeling this would happen but I didn't wanna go ahead and follow it to the room since I'm still new to the group, and they're JP, they like doing things particular ways it seems. Next time I'll follow it for sure though lol. We had about 10min left when we killed 5F QQA and had about 4 mobs left on the floor, so had we not lost the time on 3F we woulda been able to see if the QQTHs would have popped. Oh well.
Gonna try tonight again, but we have a little less DD coming so I dunno how well it'll work.
Attempted to pop 6F QQTHs again.
1F: Cleared entire floor, killed rampart and sabotender, then opened and went up SE.
2F: Straight to kill QQA, no drop.
3F: Went East/North. Cleared first 3 rooms and killed QQTH, no drop.
4F: Cleared all gears + ramparts + migrant rusellas + demonic rose. Killed Bhoot NM only, no drop. Killed QQTH, no drop.
5F: Cleared entire floor. Chariot, no drop. QQA, no drop.
6F: Cleared entire floor (ramparts last, each popped pink leaves tree). No pop. Opened door and killed the last 2 ramparts that popped. No pop. Waited for 10 minute warning, no pop.
7F: Killed Boss, Ea's Doublet & Bodb's Pigaches.
Note: All ramparts spawned at least 1 reinforcement. We opened door on each floor after killing the ramparts and reinforcements.
I still think this is what everyone's doing wrong. The one time they killed all the 1F Skeletons, they didn't pop it. Each time they did, they left some of the SE wing Skeletons and killed all the 1F Qutrubs.Originally Posted by futceez