The most SMN we have on Tiamat at a time is usually around 2-3, -maybe- 4. We have a party of melee for when timmy lands.Originally Posted by Fng
The most SMN we have on Tiamat at a time is usually around 2-3, -maybe- 4. We have a party of melee for when timmy lands.Originally Posted by Fng
Most SMN I've ever seen show up to one of our events was a timmy where I think we had 5 smns. Other than that, we usually have 2-3, and pile on the melee. 2-3 sams, 1-2 thiefs, a blu, maybe a drk sprinkled on. Add some flour, and in 40 minutes you have a new gaiters.
Its legacy who does Nukes in the air.
I like the Zenith Protocol!Originally Posted by Asdra
we don't recruit smn mains, only people with strong main jobs we are recruiting and if they have smn as a backup, it sorta helps, but it's not something we really look for, although versatility helps and it depends what that main job is.Originally Posted by dendryte
i dunno what the above posters are really talking about concerning karasu smn zerg. we rarely have more than 3 smn. we do use them for small-man stuff like 8-12 person khimairas, but not for tiamat. we will take sneak attacking melee over summoners any day, especially samurais.
using "nothing" on the ground must be some sorta code for "our tanks suck we don't trust them to hold hate from melee". could just be trying to manaburn grand dragons tho. man, that would be l-o-l to watch.
anyway sorry for the off-topicness. thanks for the app permerga!
Manaburning Timmy isn't bad if you do it right. Good PLD/NINs or NIN/DRKs hold hate easily with the BLMs dumping an MP pool ever time Timmy takes off and you avoid any TP moves on the ground, which always seemed to slow down the shells I've been in the most. Maybe with well geared melees you can do him faster, but for shells who have mediocre melees, it offers maybe 1h15m Timmys with relative ease.Originally Posted by Merona
On topic, good luck finding a linkshell.
http://kanican.livejournal.com/2465.html
This is the post/ LJ I am referencing to manaburning Tiamat.
The 3rd advantage is pretty subtle. We found out recently that we would go entire Tiamat and Ouryu fights without ever seeing either use a TP move on the ground... They would always only occur while in the air. We think that Touchdown, while not requiring TP to use, resets a Wyrm's TP. This means that if we don't touch Tiamat on the ground and the tanks don't get hit, Tiamat cannot use TP on the ground! This means no badly timed Tebbid Wings to wipe shadows, and more importantly, no Horrid Roar to reset tank hate! This also means that Tiamat and other Wyrms don't get any harder when they entire TP spam mode at low HP.