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  1. #1081
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    Re: Salvage - Arrapago Remnants - thread 2

    Penance and MNK's roll is pretty damn broken.
    Last time we did Arrapago boss didn't TP very much, but even more incredible is on the Chariot NM Penance/Monk's Roll with 3 MNK meleeing it gave only 1 TP move which didn't happen until 47% lol.

  2. #1082
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    Re: Salvage - Arrapago Remnants - thread 2

    Quote Originally Posted by Alcarin
    well is not hard but last days is landing a lot og agas that kill us. Dispel dont work it gets resisted a lot, brd well the times we tried this is without a brd.

    Anyway, yesterdy we tried arrapago

    mnk x 2
    brd
    whm
    rdm
    thf

    rng
    war

    i equip the first pt,

    We lost =(, all was good, we bring it down to 12%, and mages end up without mp, and the AC was spaming a lot of aoes and mortal revolutions.

    Do you use march songs on this megaboss? or wassup? we spent like 15 mins on megaboss striaght tanking 2 mnks, we start with 2 monks 2 hour, then in 50% war went in 2 hour WS, and then we just keep the 2 mnks hitting. till our mp was out. 1 min before zone kick us lol.

    I really dont know how ppl kill it in less than 10 mins. with 6 ppl.
    Don't fight the flayer without a BRD. I wouldn't fight it without a BLM either (Oh, and noone mentioned that a RDM can silence it too. It doesn't have a great duration, but it gives you some breathing space...)

    Not really sure about why your boss run isn't working. Only having 2 MNKs on the Chariot shouldn't have it spamming TP moves, and having WHM/RDM/BRD should be plenty of MP/Curing. Our last boss run only had MNK/NIN/BLM for damage (6 man) and it only took 12 min to kill it. Consider replacing either your WAR or RNG (who seem to be mostly standing around) with a BLM or two though.

    You do want to sort out why though before you try other chariots. If you're having trouble with this one, you'll have little chance at the others...

  3. #1083
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    Re: Salvage - Arrapago Remnants - thread 2

    is your red mage keeping debuffs on it?

  4. #1084
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    Re: Salvage - Arrapago Remnants - thread 2

    In reference to enfeebs on AC I seem to have a tough time reliable sticking slow or slow II. Last time I specifically set a few minutes aside to get myself an incus cell for Terra's staff since I was the primary rdm. Obviously I wasn't fully geared however I know for sure I had body (+15), weapon (Terra's), legs/feet, and ranged which obvoiusly isnt much. I also have full enfeeb merits and never have trouble with para II even though mnd was not unlocked and slow II is merited more than para II. I've created a slow I macro since at times it was burning my MP's down spamming slow II's which were being resisted. I guess what I'm getting at here is for the small man groups 5-6 primary, or only, rdm also having issues sticking slow or slow II? It's sort of sad quite a few times I've reverted to spamming slow I since thats "good enough" and costs a lot fewer MPs.

  5. #1085
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    Re: Salvage - Arrapago Remnants - thread 2

    My redmage always lands debuffs. If he doesn't, he just ends up spending way too much MP curing. Blind para and slow are uber on chariots. If you cant land it, have your whm (i assume you arent the only healer) ES slow it. Curious - any reason you dont have waist/back cell? That and hat are pretty easy to farm on first floor, and can help land debuffs.

  6. #1086
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    Re: Salvage - Arrapago Remnants - thread 2

    Quote Originally Posted by Slott
    My redmage always lands debuffs. If he doesn't, he just ends up spending way too much MP curing. Blind para and slow are uber on chariots. If you cant land it, have your whm (i assume you arent the only healer) ES slow it. Curious - any reason you dont have waist/back cell? That and hat are pretty easy to farm on first floor, and can help land debuffs.
    Eh I could very well have had back/waist so that would be another +5 skill from altruistic and +5 mnd from penitent's it just slipped my mind while I was posting. Usually we have 2 rdms and no whm, but rdm isnt my main so sadly I don't have af2 hat. Anyways I was just curious if other rdm's were having this issue or its just my hatless rdm

  7. #1087
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    Re: Salvage - Arrapago Remnants - thread 2

    Quote Originally Posted by Ambir
    Quote Originally Posted by Alcarin
    well is not hard but last days is landing a lot og agas that kill us. Dispel dont work it gets resisted a lot, brd well the times we tried this is without a brd.

    Anyway, yesterdy we tried arrapago

    mnk x 2
    brd
    whm
    rdm
    thf

    rng
    war

    i equip the first pt,

    We lost =(, all was good, we bring it down to 12%, and mages end up without mp, and the AC was spaming a lot of aoes and mortal revolutions.

    Do you use march songs on this megaboss? or wassup? we spent like 15 mins on megaboss striaght tanking 2 mnks, we start with 2 monks 2 hour, then in 50% war went in 2 hour WS, and then we just keep the 2 mnks hitting. till our mp was out. 1 min before zone kick us lol.

    I really dont know how ppl kill it in less than 10 mins. with 6 ppl.
    Don't fight the flayer without a BRD. I wouldn't fight it without a BLM either (Oh, and noone mentioned that a RDM can silence it too. It doesn't have a great duration, but it gives you some breathing space...)

    Not really sure about why your boss run isn't working. Only having 2 MNKs on the Chariot shouldn't have it spamming TP moves, and having WHM/RDM/BRD should be plenty of MP/Curing. Our last boss run only had MNK/NIN/BLM for damage (6 man) and it only took 12 min to kill it. Consider replacing either your WAR or RNG (who seem to be mostly standing around) with a BLM or two though.

    You do want to sort out why though before you try other chariots. If you're having trouble with this one, you'll have little chance at the others...
    Well is not that i have problems with this, Is about i have problems with 6 ppl,

    I already beat LBC and LAC, AC, and BC, are the ones im having problem,

    Is not about is hard to fight, because trust me i tried lbc more than 10 times before win 1, and we fought lac more than 15 times to win, because of our lac of BRD.

    on ACC and BC our problem is time.

    For some reason even with a thf in pt, the Abilities cells or the HP cells, or the subjob cells tend to not drop. soo we keep farming and farming till they drop and we go into the boss with 15 mins left. or 10 mins left.

    On ACC 13% the prob was time but when is aw the Time of 10 seccs warning our monks were dead and whm was 30 mp and i was 56 mp left. With brd and rdm. I was the rdm.

    Soo i think we might try to save more mp in another way. Our main problem was that we start with mnks 2 houring, soo the Tp spam was a lot. And insetad bomb curing int he last 25% we start curing at 100% - 50% and atthe time of masive tp spam we had no defenses. Soo now i will follow the tip to save the 2 hours til last 25%.

    About BA our problem i the time, and hp cells not droping.... nad 6th floor, that chariot fuck 5 good minutes. And if we zerg it our tank end up dead. but we getting better everytime we go. I dunno If it the tanks or the healers really.

    Anyway tonite is anotehr round vs ACC i hope it goes better

  8. #1088
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    Re: Salvage - Arrapago Remnants - thread 2

    You can also coordinate Chi Blast if your MNKs have penance merited to lvl 3... which they should hopefully..
    Chi Blast in conjunction with your 2 hours at 25% will cut down on the TP spam greatly.

  9. #1089
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    Re: Salvage - Arrapago Remnants - thread 2

    Just so I'm not being completely paranoid here but...

    You know when WoTG came out and there were problems with Discoid doing excessive damage, and Restoral bringing health back to 100% in one move, when in the update SE apparently did nothing with Salvage or touched it all at... Well, I digress, that they've done something to it (obviously they did), and something remains to this day, in Arrapago.

    On 5th Floor (of this zone), the Archaic Rampart just before the Chariot room used to be a fuckton closer to the doorway, but now...

    http://i157.photobucket.com/albums/t.../ARun11-02.png

    He's a LOT further out. I noticed this because I usually get everyone to Sneak up and run across behind it, very tightly to the wall, but this time, there was oodles of room behind it, which I found very odd... Used to be on the Green line, if not closer, but not he's between the pillars in the room and not near the doorway...

    Has anyone else noticed strange and weird new placements of Mobs in Arrapago, or any Salvage zone in general? I'm sure I'm not making this up... :<

  10. #1090
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    Re: Salvage - Arrapago Remnants - thread 2

    You are on the north side, it is closer to the door on the south side.

  11. #1091
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    Re: Salvage - Arrapago Remnants - thread 2

    What peniskitty said. If you are on the north side, it will be further from the door. On the south side, it's close to the door, it's been like this since we did salvage way back when .

  12. #1092
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    Re: Salvage - Arrapago Remnants - thread 2

    o...

    sosorry then :<

  13. #1093
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    Re: Salvage - Arrapago Remnants - thread 2

    for this boss we just usually LOL at it, put 2 MNKs, a DRK w/ chopper if we got lucky on cells and knock it off in 5 mins, he's really rediculously easy if done right >.> first kill was one day fucking around with it, we had 10mins, didn't think we had the time at all and boom dead

    as for landing slow, especially so with nq staff and rdm body (u can use ur ninja'd hat sedi) i can quite easily do it... same with para and i don't have ice merits and just 1 para2 merit... if u still can't land invest in mushpots and mnd pots

  14. #1094
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    Re: Salvage - Arrapago Remnants - thread 2

    Quote Originally Posted by Heabea
    as for landing slow, especially so with nq staff and rdm body (u can use ur ninja'd hat sedi) i can quite easily do it... same with para and i don't have ice merits and just 1 para2 merit... if u still can't land invest in mushpots and mnd pots
    Thanks for the food tip, yesterday I did some rdm food research since I was mostly just bringing blm pies along with me for +MP and +HMP due to that fact that my rdm never sees the light of day , only the dark, cold, eerie 100 mins of night that is salvage . I made a few stacks of roast mushrooms/witch kabobs for the climbs and hit up the gob npc in jueno for some +10mnd food for boss fights.

  15. #1095
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    Re: Salvage - Arrapago Remnants - thread 2

    Quote Originally Posted by Heabea
    for this boss we just usually LOL at it, put 2 MNKs, a DRK w/ chopper if we got lucky on cells and knock it off in 5 mins, he's really rediculously easy if done right >.> first kill was one day fucking around with it, we had 10mins, didn't think we had the time at all and boom dead

    as for landing slow, especially so with nq staff and rdm body (u can use ur ninja'd hat sedi) i can quite easily do it... same with para and i don't have ice merits and just 1 para2 merit... if u still can't land invest in mushpots and mnd pots
    Yea, think u got some of the posts mixed up, some other group was having trouble with this boss, we've never had a problem with it at all. As for enfeebling it... with full enfeebling merits I got np with it as long as I have weapon. Greg probably just having problems due to minimal gear because this zone is pretty stingy on armor... shame my RDM rarely gets to go to bosses anymore get stuck on WHM >.>
    edit: Chariots are pretty easy to enfeeble given you have enfeeble merits (LAC/LBC when I get to play RDM, have np landing Slow II/Para II with a full potency build wand/shield etc.. chariots aren't incredibly hard to enfeeble. Definitely go with MND food as well like Heabea suggested. Maximizing enfeeble strength helps quite a bit.

  16. #1096
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    Re: Salvage - Arrapago Remnants - thread 2

    looks like im gonna add another dd to fight the chariot from start.

    and yes enfeebs are easy to land, i have para 3 capped, and slow 2 on level 2 and phalanx 2 level 1.

  17. #1097
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    Re: Salvage - Arrapago Remnants - thread 2

    Quote Originally Posted by Damane
    puller is the key to efficiently go up. I pull in my salvage group and know the route, I pull before the 1. cell have been even passed properly, it speeds up things and lets people realize they need to pass shit faster. I usually just bump my group from one fight into the other without takeing a break. Storm fife helps here with the MP in the lower lvls alot. WHMs tend to moan about low mp, who cares I still pull ¬.¬ there is still the rdm that can heal

    standing around lets people get iffy
    How can the WHMes moan about MP? I find myself always capped on MP if I have a RDM and BRD in the party, even if I have to keep 12 people alive and haste 6 alone. Its almost impossible to run out of MP at 12/tick =/ Especially when the RDM have 12/tick as well and could help with healing if your WHM ever, for whatever reason, runs out of MP as well.

    Sure, the lower levels are "harder", but a simple Regen II or Regen III is more then enough to keep the melees capped on the earlier floors. Soon as the BRD gets magic, even without Storm Fife, you can normally at least haste the MNK's as well.

  18. #1098
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    Re: Salvage - Arrapago Remnants - thread 2

    What do you people aim to get in the first floor? We've been going in hoping to get (no specific order):

    a) Enough weapons for melees (including MNKs). This is usually WAR THF SAM NIN MNK (WAR and THF get first weaps)
    b) Enough magic for casters, including tanks. Usually RDM WHM BRD WAR MNK.
    c) Enough JA for melee. (Same as weapons)
    d) Enough HP for tanks and melees. WAR MNK SAM NIN

    But we're just taking too long. Lately we've been only focusing on farming runs, and I'd like to see a farming run ending in a boss fight sometime soon. Mostly our problem is getting JAs and HPs. Usually by the time we get to second floor we're down 50 minutes and only have 1-2 JAs plus the 1-2 from the starting chest, and only 2 people with HP unlocked.

    What path do you all take on the first floor? I'm the puller and chain-pull as much as possible, I doubt that idle time is a real issue, so it must be we're overfarming or clearing the wrong wings. Should we expect less cells? If that's the case, where do you make up for it? I don't know but fighting the boss with nearly naked tanks doesn't sound too safe to me.


    PS: Hate Enlil's Kollucks.

  19. #1099
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    Re: Salvage - Arrapago Remnants - thread 2

    Quote Originally Posted by Znake
    What do you people aim to get in the first floor? We've been going in hoping to get (no specific order):

    a) Enough weapons for melees (including MNKs). This is usually WAR THF SAM NIN MNK (WAR and THF get first weaps)
    b) Enough magic for casters, including tanks. Usually RDM WHM BRD WAR MNK.
    c) Enough JA for melee. (Same as weapons)
    d) Enough HP for tanks and melees. WAR MNK SAM NIN

    But we're just taking too long. Lately we've been only focusing on farming runs, and I'd like to see a farming run ending in a boss fight sometime soon. Mostly our problem is getting JAs and HPs. Usually by the time we get to second floor we're down 50 minutes and only have 1-2 JAs plus the 1-2 from the starting chest, and only 2 people with HP unlocked.

    What path do you all take on the first floor? I'm the puller and chain-pull as much as possible, I doubt that idle time is a real issue, so it must be we're overfarming or clearing the wrong wings. Should we expect less cells? If that's the case, where do you make up for it? I don't know but fighting the boss with nearly naked tanks doesn't sound too safe to me.


    PS: Hate Enlil's Kollucks.
    just my thoughts here but after weapon for thf you should let melee without any natural H2H skill get weapon(sam, drg, and drk) since war can do some dmg w/o it where as sam can't; if u got ridill war though might be better off giving them 1st weapon. 1st floor always slow in arra we spent 40~50 min on it; we clear NW, SW and SW wings normally get enough cells for most ppl(take 6~10). maybe your just bringing too many people?

  20. #1100
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    Re: Salvage - Arrapago Remnants - thread 2

    Quote Originally Posted by Znake
    What do you people aim to get in the first floor? We've been going in hoping to get (no specific order):

    a) Enough weapons for melees (including MNKs). This is usually WAR THF SAM NIN MNK (WAR and THF get first weaps)
    b) Enough magic for casters, including tanks. Usually RDM WHM BRD WAR MNK.
    c) Enough JA for melee. (Same as weapons)
    d) Enough HP for tanks and melees. WAR MNK SAM NIN

    But we're just taking too long. Lately we've been only focusing on farming runs, and I'd like to see a farming run ending in a boss fight sometime soon. Mostly our problem is getting JAs and HPs. Usually by the time we get to second floor we're down 50 minutes and only have 1-2 JAs plus the 1-2 from the starting chest, and only 2 people with HP unlocked.

    What path do you all take on the first floor? I'm the puller and chain-pull as much as possible, I doubt that idle time is a real issue, so it must be we're overfarming or clearing the wrong wings. Should we expect less cells? If that's the case, where do you make up for it? I don't know but fighting the boss with nearly naked tanks doesn't sound too safe to me.


    PS: Hate Enlil's Kollucks.
    Pulling is silly, don't do that very often. Rage into the rooms and just kill the mobs. Give WAR and MNK weapons first, abilities to MNK first for Counterstance, and follow the weapons order up by SAM > NIN > THF. You can keep killing Qutrubs beyond the below route if you need to until THF has weapons, in bad runs:

    - Clear the entire northwest wing. Sometimes we skip the Qutrubs in the last room if we're getting good drop rates on head/weapon and don't need more.
    - Backtrack and clear the first room in the southwest wing, then the Lamia SMN, then the Lamia COR in the next room. Pull the two Qutrubs if you're still lacking, and/or continue along and pull the next Lamia SMN in the third room if you got shafted on magic so far.
    - Backtrack and clear out the entire southeast wing, porting up once you've obtained HP for the necessary parties (which for us is generally 4 melee, BRD, and RDM) and have killed the Lamiae you need for ability/magic cells. If you're still having bad luck with magic, deviate from the path and go towards the northeast wing, pulling the first Lamia BRD, then go back to the southeast wing.

    This has never failed us, even though sometimes the drop rates are bad. We kill the two Lamiae on the second floor if needed, or get TP on the skeletons if not. Giving THF weapon at the start does nothing, TH+1 is not going to make enough of a difference. And the amount that your MNK will be countering with CS up makes it very much worth giving him first weapons and abilities. Give all equipment and such the MNK first as well, and make sure they don't suck. Otherwise, give the stuff to the WAR. Whoever gets stuff first, should also be getting Haste and Phalanx II.

    Edit: By the way, apologies for the late response. Been caught up with Dancer.

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