I'm almost sure I've seen like 3x fractus only from TH several times...we've done probably 45-50 arrapagos by now :XOriginally Posted by NynJa
I guess I could be wrong though because I usually don't pay attention
I'm almost sure I've seen like 3x fractus only from TH several times...we've done probably 45-50 arrapagos by now :XOriginally Posted by NynJa
I guess I could be wrong though because I usually don't pay attention
Neither is guaranteed to drop anything, I've seen no drops from both the QQ TH and QQ A.
yeah, my most recent arrapago run had an empty pool from a QQTH, so nothing is guaranteed
Thanks for everyone's hard work on figuring out the 6th floor QQ pop conditions. I got my Macha's coat off of the 6th floor last night, and wouldn't have if no one knew how to pop them.
Or it can ONLY drop...Originally Posted by NynJa
http://img337.imageshack.us/img337/1503/lolmachanu7.jpg
My group is retardedly lucky (I guess) with these. 5/44 or so.
The words "die in a fire you SOB" dont really cover it.Originally Posted by SK_FFXI
0/212 as of today.
as far as the mega boss fight goes, what is the dificulty of it? Even though gearing etc is a pain in the ass in here, im looking at this being the first boss my social group try. Ive never fought it before, so not sure what kind of setup would work best.
Idealy will be quite a low numbers run my friday group (which will probably be the gunnie pigs) probably only has 6-7 people. One of my main worrys for doing boss runs at the moment is we only have the one mnk, and no bards.
Id imagaine on fridays my setup most weeks would be along the lines of
blm, rdm, mnk, thfx2, whm(?), drk, blu.
one of our thfs would have the option of coming pld (as would our rdm, but that would kill us on healing magic).
His special attack is a physical AOE so /NIN melee only....BLM rapes him, Needs more BRD or your gonna get hit a lot and run out of mp...you dont need monk as much as you need bard....DRK can tank just as well as MNK can /NIN with the exception of counter, but the added advantage of dread spikes...Originally Posted by Daiiawn
If you relegate your BLU to healing along with your RDM WHM with MNK DRK and BLM on the boss for damage and 20 mins or so you should be able to win.....otherwise I think you would run out of mp from discharge, lack of shadows due to no march and elegy...
DRK/NIN
MNK/NIN
RDM/WHM
WHM/???
BLU/WHM
BLM/WHm
THF/???
PLD/WHM!
Have the THF run in for SA and TA only....don't bother feeding it TP for their damage. EDIT: Realized one of your THF can be PLD so! also make your one THF go PLD/WHM and support heal!
The boss is not hard, but for my group at least we never get to him with more than 5 minutes because we go for every single NM and waste time getting a Hands cell on first floor, silly stuff like that.....
In 5 minutes we get him to 40% or less most times...but we have no reason to kill him yet, if we did we would get there faster....but for now rather would have 4 QQTH per run so more no drops!
Hope your RDM has slow II and a strong Mind setup for Paralyze along with capped Phalanx II....those will help the fight a lot
thanks for the advice ^^. Yeah rdm has para 2 slow 2 merited, not maxed yet on phalanax but working on it. I had also though about pld/whm for boss runs. I may have got lucky and snagged a brd lol, i may also have a cor soon, which seems like it could be good low maint job with regards to cell reqs.
My only concern here is magic cells, i know floor one sucks, what are the drops like off the lamia on the later floors? when ive been here before, its just been nm farming and havent needed as much magic.
My group usually has maxed Magic Cells after F1 unless drops reeeeeeeeally suck. Most I take is like 9 people generally. idk what most groups do but we kill alot of Lamia on F1. Usually get 5-6 magic cells at least. There has really only been one bad run where we didn't get enough magic/hp cells.
With 7 people, 2MNK, WHM, RDM, BRD, THF, BLM we took Armored to 30% in 9m. First MNK, me, 2hr'd. Then second MNK got on and 2hr'd, while BLM went nuts and then THF SATA when up.
Was our second crack at him but timed out, only tried him because we had 10 extra mins after failing to pop 6F QQTHs.
He is very easy really, just need people are good with shadows and know when to cast. Body Boost makes him even more of a joke as well. We haven't really bothered with him yet because we still want to work on 35s. I'm sure if I skipped the 3F QQTH(still gives us problems at times and takes us awhile..) we could easily kill him.
Shadowbind and Elemental Seal Gravity really make the 3rd floor QQ a joke. That should proclude you from having to clear 3 rooms, and save you about 10 minutes, unless you need the cells from those rooms (my group has been REALLY dicked on cells a few times, i.e. NO drops from any lamia and no weapons besides chest weapons, after all qutrub are dead... w/ a thf.)Originally Posted by Judai
That requires either bringing a useless RNG or wasting a subjob cell on a RDM or BLM. My group kills the 3F QQTH in his room without needing to do either of these:Originally Posted by Neosutra
Typically, we have at least 4 melee, 1 BLM, and a BRD. We have a WHM and RDM also, but I place them along the path just in case the QQTH does decide to leave. The 4 melee are MNK, MNK, THF, and another DD (usually WAR, or DRK, both work fine). We start by having the BLM invis, and nuke at the same time as any other BLMs that might be there (sometimes we have 2 or 3, but 1 works fine). The melees all stand at the door, facing outwards, spamming their WS macro. They'll constantly get "Cannot See Target" or whatever the message is, and as soon as the QQTH starts running by at the right moment, if the melees kept spamming their macro, the WS will go off and hit the QQTH, of course with Minuet/Madrigal or 2x Madrigal on. Then, everyone including the BLM chases after it until JUST before you'd get aggro, and waits. Keep target on the QQTH, it'll turn back to kill the person with most hate (usually BLM, sometimes a melee). Have everyone run all the way back into the room so he has more space to cover when he runs away again. When he's back in the room, start ganking it again. If BLM has hate they'll usually lose it pretty easily, after a few strikes from melees, then they can nuke again. Sometimes I bring the WHM to the QQTH to help cure the BLM(s). If you aren't able to kill it on the second gank, repeat what you did after the first time it left the room. If you do it right, it should come back again, and again until it dies. Saves a lot of time. If it runs away, well you've got that DOTer placed along the line to keep it going.
Edit: Fucking hell I missed VE claim posting this. ; ;
Hmmm.. I usually left my melee at the first porter and run however many BLMs I have and a RDM to the Rat. Time nuke/DoT> let the Rat run to melee, repeat. It seems pretty random to me whether or not he runs back to the BLMs or not. 7/10 times he runs all the way to the melee and every so often we get an easy one that keeps coming back to get nuked down.
Not sure what the trick is to make him come back. Just chase him a bit and then run away from him and hope he comes back? Maybe we just have bad luck on him.
Whoever is highest on the hate list has to be close enough to him that he knows they're there. If they're too far away, he simply won't come back. Sitting in the far corner of the room closest to the long room should do the trick also, since he can see through walls I think (go figure).Originally Posted by Judai
You have about twice the DD I take on a normal farming run, as I usually go with 6-7 people unless its a boss run, then its 9-10 people.Originally Posted by Wizerd
Not to mention:
1. Ranger isnt a waste lol, its a job that can do great DD w/o a weapon cell (since lamia drop ranged), and can do so w/o being in AoE range. Shadowbind and nice zerg potential is just an added bonus.
2. SJ to the rdm/blm first isnt a waste, as you can steal a second SJ for your tank on the 2nd floor, and farm more SJ on the 4th floor (what are you fighting on the previous floors that HAS to have a tank with SJ anyways?)
SJ to RDM or BLM first IS a waste...
I always give it to MNK/NIN first so they can tank come floor 3F or later without being a huge sponge.
You are not guaranteed an SJ cell from stealing because it can fail.
Again, what the hell are you tanking on the 3F that hits so hard? With phalanx2, our melee are never MP sponges on floor 1-3 tanking anything. And on floor 4-end you have gears for SJ.Originally Posted by Seditedi
Unless you are fighting the first floor rampart and cactus, nothing should be wooping your melee's asses. Im not quite sure how our melee are fine and never stress our ONE healer (rdm/blm) out and your melee are ZOMG getting the shit beat out of you on the first 3 floors. Again, what are you fighting that needs shadows before the 4th floor?
3F QQTH hit moderately hard as do the 3F mobs, why is your RDM subbing BLM anyway? >.> lol, that makes it much more of a waste to give it to someone that is sub BLM... you could argue RDM/WHM for status effects and erase, but no way would it be more valuable for sub BLM vs sub NIN for a melee.
Also, I never said our melee are getting our asses kicked pre 3F, I said I give them SJ just in case you get screwed on a mis steal from QQA 2F.
learn2readI always give it to MNK/NIN first so they can tank come floor 3F or later without being a huge sponge.
1F mobs hit for single digits with Phalanx II whereas 2F mobs hit only slightly higher, 3F they begin to get a little stronger, which is where shadows begin to help.. No mage needs SJ prior to 4F anyways(given you have a WHM with you), which is why I give the first SJ to a MNK.
Originally Posted by Seditedi
1. 3f hits for virtually the same as 1st/2nd.
2. As stated before, I go with a small group, so /blm gives us the option to ES gravity the QQ and extend the time we have to DD it before running away. We spend about 2 minutes on the 3rd floor and always kill the QQ. And if you cant survive the QQ hitting on random people for 15 seconds youve got bigger problems then that. Or does your one /nin melee hold hate that entire time and keep shadows up while unleashing hell?
3. Who cares if you mis steal from the 2nd floor QQ, as you can get SJ on the 4th before you target anything that hits hard.
I find it funny a group of 6 with 1 healer can handle damage better then your larger group and kill the same NMs faster. Maybe you should learn to read yourself and figure out that for OUR strat (and for people lacking the damage to instakill the QQ), giving SJ to a blm or rdm first for ES gravity greatly reduces downtime on this floor.
Besides, as stated before, what the hell is going to be hitting you on the 3rd floor if all your killing is the QQ like my group. SO, as you apparently missed before: UNLESS you plan on clearing the rooms for more needed cells, another OPTION to speed up the QQ kill is to pass the first SJ cell to a rdm or blm for a nifty ES gravity. Pay attention.
I don't see how you can have such problems with damage Sed =/ I usually get the first magic as WHM, and even if the RDM, once he get magic, never cast Phalanx II, we don't have any problems what-so-ever with the melees being MP sponges, with or without SJ pre-floor 4. A Regen III is more then enough to cover the damage he takes, and to even heal him to full. Hell, with a BRD and RDM as well, you'll have enough MP to haste your entire alliance and keep them alive, so why not give first SJ to a RDM or BLM?