Item Search
     
BG-Wiki Search
Page 32 of 74 FirstFirst ... 22 30 31 32 33 34 42 ... LastLast
Results 621 to 640 of 1477
  1. #621
    Yoshi P
    Join Date
    Jul 2005
    Posts
    5,016
    BG Level
    8

    Re: Salvage - Arrapago Remnants - thread 2

    Quote Originally Posted by Wizerd
    Quote Originally Posted by Sidanoir
    I am guessing no one has been able to replicate the QQTH pop yet? >.<
    My shell is taking a break this week but next week when we start up again , I am going to try for this, I think we will have the firepower.....hopefully someone else can confirm it before then <.< needs lots of morrigans
    Tonight if everyone shows up I'm entering with:

    MNK x2
    WAR x2
    THF x2
    WHM x2
    RDM x2
    BLM
    BRD

    We should be people rip through the entire zone, clearing exactly what the QQTH group did the first time, but a little faster. Gonna try to get the boss down as well since we should more than be able to.
    Split up on first floor! Maybe you can clear the entire first floor in 30 minutes hehe.

  2. #622
    Relic Horn
    Join Date
    Dec 2005
    Posts
    3,157
    BG Level
    7

    Re: Salvage - Arrapago Remnants - thread 2

    Quote Originally Posted by divisortheory
    Quote Originally Posted by Wizerd
    Quote Originally Posted by Sidanoir
    I am guessing no one has been able to replicate the QQTH pop yet? >.<
    My shell is taking a break this week but next week when we start up again , I am going to try for this, I think we will have the firepower.....hopefully someone else can confirm it before then <.< needs lots of morrigans
    Tonight if everyone shows up I'm entering with:

    MNK x2
    WAR x2
    THF x2
    WHM x2
    RDM x2
    BLM
    BRD

    We should be people rip through the entire zone, clearing exactly what the QQTH group did the first time, but a little faster. Gonna try to get the boss down as well since we should more than be able to.
    Split up on first floor! Maybe you can clear the entire first floor in 30 minutes hehe.
    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.

  3. #623
    Yoshi P
    Join Date
    Jul 2005
    Posts
    5,016
    BG Level
    8

    Re: Salvage - Arrapago Remnants - thread 2

    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.

  4. #624
    HABS SUCK!!!!!
    Sepukku is my Hero
    Therrien's Cum Dumpster

    Join Date
    Mar 2005
    Posts
    37,884
    BG Level
    10
    FFXI Server
    Gilgamesh

    Re: Salvage - Arrapago Remnants - thread 2

    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.

  5. #625
    Relic Horn
    Join Date
    Dec 2005
    Posts
    3,157
    BG Level
    7

    Re: Salvage - Arrapago Remnants - thread 2

    Quote 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.
    Only normal WARs now though, due to some member changes. 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.

  6. #626
    Fake Numbers
    Join Date
    Feb 2007
    Posts
    80
    BG Level
    2

    Re: Salvage - Arrapago Remnants - thread 2

    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.

  7. #627
    Relic Horn
    Join Date
    Dec 2005
    Posts
    3,157
    BG Level
    7

    Re: Salvage - Arrapago Remnants - thread 2

    Quote Originally Posted by NynJa
    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.
    Do have 2 Thieves, Qutrubs aren't strong to piercing, AND Ridills are Slashing anyway.

    1 BRD though, think to the WARs & Qutrubs or MNKs & Skeletons?

  8. #628
    Relic Horn
    Join Date
    Dec 2005
    Posts
    3,157
    BG Level
    7

    Re: Salvage - Arrapago Remnants - thread 2

    Quote Originally Posted by futceez
    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.
    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.

  9. #629
    Yoshi P
    Join Date
    Jul 2005
    Posts
    5,016
    BG Level
    8

    Re: Salvage - Arrapago Remnants - thread 2

    Quote Originally Posted by NynJa
    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.
    That's odd, I did mercy stroke for over 1700 on one the other day, and a standing Sneak Attack for 750. 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.

  10. #630
    Relic Horn
    Join Date
    Dec 2005
    Posts
    3,157
    BG Level
    7

    Re: Salvage - Arrapago Remnants - thread 2

    Quote Originally Posted by divisortheory
    Quote Originally Posted by NynJa
    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.
    That's odd, I did mercy stroke for over 1700 on one the other day, and a standing Sneak Attack for 750. 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).

    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?

  11. #631
    HABS SUCK!!!!!
    Sepukku is my Hero
    Therrien's Cum Dumpster

    Join Date
    Mar 2005
    Posts
    37,884
    BG Level
    10
    FFXI Server
    Gilgamesh

    Re: Salvage - Arrapago Remnants - thread 2

    Quote Originally Posted by divisortheory
    Quote Originally Posted by NynJa
    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.
    That's odd, I did mercy stroke for over 1700 on one the other day, and a standing Sneak Attack for 750. 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.
    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.

  12. #632
    Yoshi P
    Join Date
    Jul 2005
    Posts
    5,016
    BG Level
    8

    Re: Salvage - Arrapago Remnants - thread 2

    Quote Originally Posted by NynJa
    Quote Originally Posted by divisortheory
    Quote Originally Posted by NynJa
    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.
    That's odd, I did mercy stroke for over 1700 on one the other day, and a standing Sneak Attack for 750. 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.
    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.
    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.

  13. #633
    Relic Horn
    Join Date
    Dec 2005
    Posts
    3,157
    BG Level
    7

    Re: Salvage - Arrapago Remnants - thread 2

    Quote Originally Posted by NynJa
    Quote Originally Posted by divisortheory
    Quote Originally Posted by NynJa
    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.
    That's odd, I did mercy stroke for over 1700 on one the other day, and a standing Sneak Attack for 750. 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.
    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.
    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.

  14. #634
    Ridill
    Join Date
    May 2005
    Posts
    13,568
    BG Level
    9

    Re: Salvage - Arrapago Remnants - thread 2

    I asuran those qutrubs for over 2000 damage at times, so a 1700 mercy is a bit weak.

  15. #635
    HABS SUCK!!!!!
    Sepukku is my Hero
    Therrien's Cum Dumpster

    Join Date
    Mar 2005
    Posts
    37,884
    BG Level
    10
    FFXI Server
    Gilgamesh

    Re: Salvage - Arrapago Remnants - thread 2

    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.

  16. #636
    ٩๏̯͡๏)۶

    Join Date
    Jun 2005
    Posts
    12,248
    BG Level
    9
    FFXI Server
    Asura
    WoW Realm
    Barthilas

    Re: Salvage - Arrapago Remnants - thread 2

    Mercy sucks on Qutrubs, they're skele and take peircing dmg penalty, no idea if banish works for them but technically it should.

  17. #637
    E. Body
    Join Date
    Jun 2007
    Posts
    2,065
    BG Level
    7
    FFXI Server
    Phoenix

    Re: Salvage - Arrapago Remnants - thread 2

    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.

  18. #638
    Relic Horn
    Join Date
    Dec 2005
    Posts
    3,157
    BG Level
    7

    Re: Salvage - Arrapago Remnants - thread 2

    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.

  19. #639
    Fake Numbers
    Join Date
    Feb 2007
    Posts
    80
    BG Level
    2

    Re: Salvage - Arrapago Remnants - thread 2

    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.

  20. #640
    Relic Horn
    Join Date
    Dec 2005
    Posts
    3,157
    BG Level
    7

    Re: Salvage - Arrapago Remnants - thread 2

    Quote Originally Posted by futceez
    1F: Cleared entire floor
    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.

Page 32 of 74 FirstFirst ... 22 30 31 32 33 34 42 ... LastLast

Similar Threads

  1. Salvage: Zhayolm Remnants
    By Tyche in forum FFXI: Everything
    Replies: 2739
    Last Post: 2010-09-02, 16:36
  2. Salvage - Bhaflau Remnants - thread2
    By aurik in forum FFXI: Everything
    Replies: 1677
    Last Post: 2010-04-25, 03:03
  3. Salvage - Silver Sea Remnants - thread 2
    By aurik in forum FFXI: Everything
    Replies: 1473
    Last Post: 2010-01-15, 23:49
  4. Soloing Arrapago Remnants QQTHs & QQAs
    By Kris in forum FFXI: Everything
    Replies: 205
    Last Post: 2008-01-02, 23:25
  5. Salvage: Arrapago Remnants
    By NynJa in forum FFXI: Everything
    Replies: 1032
    Last Post: 2007-05-07, 15:37
  6. Salvage: Bhaflau Remnants
    By NynJa in forum FFXI: Everything
    Replies: 1173
    Last Post: 2007-05-06, 11:22
  7. Salvage:Zhayolm Remnants
    By Leonien in forum FFXI: Everything
    Replies: 4
    Last Post: 2006-12-23, 18:29