Standing dead center of the wall?
Standing dead center of the wall?
well, we were 5 so we kinda stood on the whole door heh
dead centre of the south wall there's a door that isnt a door it's just what could be a door if SE made it a door. but it's just a wall
it looks like a closed door @ the dead center yea
Ah ok, I just call those walls..
I'm not sure if the center of the wall is close enough to his run path; we always stand in the corner of that wall near the door, and he's never deaggroed since we started doing that.
Sorry for the bump, but was there ever a definite answer on how to deal with with mr when /sam or /war?
You can try to bring it into a corner, like really tight, apparently some groups report they prevent MR from happening by doing so. I never seen this work I might add. The best thing you can do to handle it while /WAR or /SAM is to swap to physical damage down set or and Defender, or change to /NIN.
Might fighting it in a doorway get the same effect? If I remember their reasoning for the corner was that it didnt have room to "spin up" for MR. Personally never tried.
Yea now when you mention it I recall the "spin up" animation and the attempts to block it by positioning the Chariot in corners, doorway sounds like a great idea. If I remember I can test some variations of it.
Interesting Neo, didn't know standing in the dead center of the wall works.
My group does the same thing the other poster mentioned, we usually hump in the corner of the room (its the corner closest to the middle of the map), I usually go in and open with a gekko while the RDM applies a DoT. Never lost it but we make sure to keep DoT's up, not sure if that has anything to do with it (on a decent run, it usually only runs away once).
Hi Everyone,
Like to seek some advise and opinion. We start a new salvage set recently and been doing AR for the last few runs.
Currently we are giving the 1st two weapon in box to the tank and DD. We notice that the drop rate was relatively bad (yeah read from many post tat AR drop rate on 1st floor is bad). We had to spend like 40-45 mins on the 1st floor in order to farm sufficient magic/abi/hp cells (for a set of 7 person). The 1st weapon tat drops off the qutrub was like after 5-6 kills or sometimes even more. We have a THF.
My queries:-
1) Will it be worthwhile to give one of the two weapons in box to thf at start for higher drop rate.
2) A member actually said that the different from TH2 to TH4 is oni juz a vry neglegible % of prolly 3-5% and its not worthwhile to give weapon to thf 1st since its gg to slow down kills.
3) If the thf has bad h2h skill and he cant even hit the mobs when engage, will the TH be activate or dmg had to be deal in order for TH to comes into play.
No, as far as i'm concerned. Arrapago's drop rate varies greatly. You can think of it as ddrop patterns (like the patterns discussed for Bhaflau doors) or just plain luck, but there will be days you will see one Incus or even none after wiping a whole wing and another you will see enough incus to toss away. Same happens for other key cells, like lamia drops and HP in 1F.
Just suck it up and adjust strategy on the fly. If you have to work with just 2 weapons then move on after a fixed time. Rest of the cells can be farmed in 2F and up, including magic and JA. HP can drop in the first room on 2F and from my experience there is at least one skeleton in that room that always drops.
The exact effects of TH+ items are unknown just in the same way the exact effects of TH are unknown. It is, though, probably safe to assume the difference is relatively small. I personaly believe TH affects items individualy so it is not a fixed percent increase, but actualy a different value depending on the item. TH2 should be enough to get what you need in Arrapago. If it isn't, move on.
According to some interview, performing an action on the monster is enough to trigger treasure hunter. From here on, you can create all the voodoo theories about what exactly that means.
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Best you can do is just be ready to bite the bullet and improvise when cells aren't in your favour. At least to us, this happens now and then and we don't really change our amount of TH or our way to apply it.
for 1 personally if you only have two DD[mnk + anything + thf], we'll give thf + other DD weapon since TH and dmg then, but if two non-mnks and no mnk I'd give them weapons, really though I'd say difference is worth giving thf weapon ussually. We never have trouble getting more weapons though really.
2. No Idea
3. thf needs to hit, use a JA, spell, or something to generate enmity on the mob for TH to be active, so tell them to skill H2H and use sushi if u don't give them weapon, so can hit the mob for TH2.
I always give the THF the first Radiatus in this zone, even if TH4 increase perhaps is small it still helps. A Radiatus for a melee might speed up the kills a little (though popping meat like every MNK should do and being high on attack with that already versus the 1F mobs, is pretty much capped or close to capped Attack here), but I wouldn't bother.
A glove with Haste (for SAM / WAR not MNK obviously) would probably help out more for damage then any ATT gloves, but I wouldn't consider to give a melee first Radiatus still.
Get the TH4, and if you seem to kill slow from 1F, tell your melees to merit better and smack the BRd to do double March (for same reason as mentioned before).