You should be getting abilities after the THF. All melee > THF > BRD > RDM. If the RDM is getting abilities before you then that's the wrong order~.Originally Posted by Zhais
You should be getting abilities after the THF. All melee > THF > BRD > RDM. If the RDM is getting abilities before you then that's the wrong order~.Originally Posted by Zhais
Can farm a SJ cell from the gears on the same floor as the Bhoot, which are easy to pull and very easy to kill (single ones, weak). Pretty sure the SJ cell is a common drop with TH4, we've always gotten it on the first or second kill (not to mention you can probably devise a way to fight bhoot with just your /nin tank, but that's another matter)Originally Posted by Zhais
Originally Posted by Zhais
Can farm more subjob from the gears on bhoot floor if you need it badly. Tanking bhoot with a single sj isnt the safest thing, but with ice carol/barblizzard, the fight is easy. Just have someone on stun duty for perdition (melee with stun ws works as well).
Don't see why the BRD should get abilities before the THF, really. The only thing the THF need abilities for it Steal, which is rather overrated for Arrapago Remnants imo, as the gears drop everything you can steal. Always found it more beneficial to do melees > brd > THF > RDM. Can't exactly expect to do the THF more damage on 6F then SV minuet would do, and he don't need abilities for other things like flee and Perfect Dodge. If they have such problems popping 6F, I would really put the THF after the BRD for it.Originally Posted by Wizerd
As for bhoot, we rarely farm an extra SJ, unless we don't have a DRK as stunner (rarely bring BLM, don't like 'em), in which case someone else will have subbed DRK for Stun. Get plenty of SJ from gears at the later levels, so I always found it a waste of time to farm extra SJ's unless they're really needed. A good MNK can easily solo-tank the ghost.
It's simple enough to farm more abilities from the Bhoots. When I go to Arrapago on BRD, I often get my Ability cell on 4th level (usually from the NM).
To be honest, if your not hitting any of the 4th floor nm's, you can always give the bard ability last. If you are not doing SV songs for 4th floor nm's then they can get it last always, i liked to give an ability to a rdm before a bard for vert, we have little to zero stopage time moving from one thing to the next.
Whats peoples order on sj?
I run with War Mnk Mnk Thf and have the war take 1st then the thf take second so he can use his ridill for more tp for more ws's. I've never seen the need for a mnk to have sj before 4th/5th floor before. (Not showing off, just i give them to the war and thf so they can dual weild there ridills > mnk having Ichi/ Ni before said floors etc)
Also, is teh 5th floor QQA 100% drop on the two magics? I've never seen it drop less then 2 magic cells if nothing else.
Not 100% drop on anything. None of them are.Originally Posted by Kitsesettse
SJ order usually goes MeleeTank1 > MeleeTank2 > RDM > BRD > Melee3 if we have it > THF > WHM if SCH sub > BLM if we have one (or BLM before WHM if we have BLM and WHM has no SCH sub).
BRD with sub is useful because they can help with status cures - especially if you don't get very many throughout the run for some reason.
Also, THF gets abilities before BRD in Arrapago for us because we're never short abilities for BRD anyway by the time we hit 6F, which is the only thing BRD needs abilities for in that zone, period.
hmmm
our sj order is usually: rdm -> melee tanks -> brd and that's usually the most we ever get. anyone else gets after me.
magic is always: rdm -> blm -> brd -> whm -> extra rdm or melee tanks if we are low on magic at that point
abil is always melee -> rdm -> me.
Give thf ability before me because an extra body/sj cell on early floors is amazing imo. That and extra damage through ws, TA and accomplice. However, accomplice might not be as needed anymore. We were doing the archaic means of letting blm open with nukes on QQTH, which I just changed to let melee keep hate at start and the qiqirn stays a lot longer now![]()
Hmm? We've just been pulling so it runs away, we wait for it to come back and fight. Is there a way to be able to fight it for a while before it runs away the first time?Originally Posted by Zhais
http://www.bluegartr.com/forum/viewt...985054#p985054 There's several good strats on this page, I think I linked one of the most efficient one. The key is to engage it, when it runs, stay INSIDE the room at all times, then go to the NW corner. QQth will run out of the room, halfway and then turn around. If you want to kill it before it leaves the room, you can either have the rdm sub blm and ES gravity (but requires blm sub, and early JA to rdm). Or if you're coordinated enough, you can have everyone save TP, time nuke/WS it... but that might be hard.
Originally Posted by Jem
I kinda wanted to follow up on this topic since my group has done a bunch of runs since my original post in this thread on the topic. If we have killed 13 or more qutrub, every skelly has dropped at least 1 hp cell. This only applies to first floor though I noticed, killing skellies on 2nd and 3rd floors have still given us nothing. Since using this tactic, we rarely pull skellies beyond the first room + 1 extra to unlock hp for those needed.
To those who said it didn't work for them:
-Were you basing your opinion on the fact that 2nd and 3rd floor skellies didn't drop stuff for you?
-Did you only clear 1 wing to get your 13 qutrub?
(my group clears the 1st inner room + 1st room in the NW wing, then the 2nd inner room + the first room SW and the lone qutrub in the hallway for exactly 13 mobs, maybe more if people are being dumb and get blood aggro or something)
In 5 runs since starting to kill all these qutrub , not one skelly has dropped nothing on the first floor. I don't know if it speeds up our runs at all, since it seems that we kill more qutrub in place of skellies, but it eliminates those runs where you get hosed on hp cells, allowing you to pretty much skip the 3rd floor other than the QQTH or lamias if you still need magic / abil.
^
It works, kill at least 15 and you should have no problems. Clear entire NW, 13 there, then just kill a couple more and u should be fine.
Also, make sure your THF is fast to engage and landing a TH shot on each mob with knife equipped. If you lead your salvage group, pay attention to your THF and make sure he gets his hits in. If he lags behind alot, thats an issue, tell him he needs to keep up. I'm not gonna say to tell your group to wait for THF to hit the mob, as everyone should be focused knowing what they're role is, but at times it could be best for the drop/run sake. If you're fighting different mobs at the same time, your THF is likely not getting hits on each mob, again, gimpin your drops. If you're the THF in your group, kindly ignore or learn from this. :D
If you're still having problems, no idea. Only thing i've ever noticed doing countless ARs, is when entering on darksday tends to be the worst day for hp drops for some reason, but its never horribly bad that we cant get what we need. Prolly has 0 validity, but yet an observation.
Has anyone experienced odd drop rate if you enter salvage right before/after maintenance? Did a 6 man AR 2hr right before Monday maintenance and got 2 Deimos's Cuirass @.@ I remember last Xmas 2-3 usukane legs dropped back to back.
Did they increase D. Ring/Ridill drop rate?
On our run last night, we had killed 12 qutrubs then skipped to the skeletons. After killing 9 and getting no hp I mentioned to our group that some folks on BG think that killing qutrubs increase HP cell drop. We go back and kill 4 more Qutrubs to make 16 total kills. The next 7 skeletons drop 7 HP cells, 1 each.
If you only use this sample for a drop rate% (7/16 = .43), then the odds of not getting a drop in the first 9 is ~3:500.
I can't verify the magic number being 13 since we killed 16. I can't claim that some magic number makes it a 100% drop since this sample is only 7. But without a doubt, killing an amount of qutrubs past 12 effects hp cell drops on 1F.
40 min on 1F getting all the possible abilities and hitting everything in between...usually speeds things up by a lot on later floors.
> 5-6 min 2F > 10 min 3F > 10-15 min 4F > 10-15 min 5F > 5 min to clear 6F > 10 min to kill boss...well around there...
My group has always sent a BLM (or RDM if we didn't have a BLM) to the 3f qqth to get a nuke/bio off before it came to the main group, back before the large room. In the past we haven't had any trouble with this strategy as it always ignored the first person and went straight for the porter, but recently it's either gone halfway and run back, or just annihilated the poor BLM completely. At the same time my group has also started doing the flayer route instead of bhoot, but I can't see how that would make a difference. Does anybody know what makes him act up and attack rather than running straight for the group, or is it random?
I apologize if this has been answered but I'm not willing to look through 30+ pages for it ;p
Well, if the BLM is dumb and stands in it's path it is gonna rape him in the face, make sure they stand and nuke off to the side. After that, they need to get away from the side of the room that is next to his path. He can see you through the wall and aggro you again and come running back. So stand off to side, Nuke>Dot>Run to other side of room away from it and it shouldn't re-aggro. Likewise, you can use that strat to fight the QQTH inside the room and make it come back to you. If everyone runs over to the wall it will usually re-aggro and come back and you can beat on it again. (if you do that, have someone stay at start to dot it and send it back)
Judai pretty much said it.
QQTH stops at certain place after it flees away, and if whoever is on top of its hate list is within 50radius (I think it's 50, might be less), it will run back to him. The Qiqirn will always stop in the long rectangular room, on the other side of the teleport room, so if the blm stand close to wall, it will reaggro him through the wall. That's why he has to stand on the opposite side once it left the room.
He shouldnt get pummeled after the first nuke unless he stand directly next to it afaik. Not that hard to kite it around telepad if it stick on you tho.
Has anyone tried farming the Deviate Bhoots on the 3rd floor (N) right before the QQTH room? We got kind of screwed on Opacus/Praecipitato cell drops from the lamia last run, and decided to stop and kill 2 of the Bhoots right before we fought the QQTH, and they each dropped an Opacus and a Praecipitato cell. They died pretty fast, too. Is their drop-rate normally that good or did we just luck out? If they normally drop Opacus/Prae at that rate we could probably save some time by skipping a few of the 1F lamias that take forever to get to and never seem to drop anything for us.