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Thread: Einherjar: Wing/Tier 3     submit to reddit submit to twitter

  1. #221
    Hydra
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    Yesterday night we got Puddings+Taurus > Soulflyer+Manticores. I was expecting us to get at least one group of mobs to have tons of hp (like those fucking triple bats) but they all had normal hp. As they were weak we got the smn (smn x5 + 1 cor) 2h them on a timer while TP/manaburning at the same time. Worked really well.
    We started the Vampyr boss with approximately 6-7mins left, getting him down to 1% hp before he transformed into bats. Then I guess we killed only 1 bat for an easy win (with 33ppl), or maybe we just damaged one bat without killing it. We were all confused because the coffer popped and there were still bats around. We assumed that we just damaged one of the bats enough, corresponding to that 1%. They disappeared after. 1920 ampoules.

  2. #222
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    Im really starting to think there is some balance in the number of mobs you get and the HP they have. We got 2 waves only a few runs ago and one wave alone took 10 minutes (leeches) with 30 people. Got 3.5 waves the next run and plowed through each wave in about 5 min each.

  3. #223
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    The only time we have had massive HP mobs, it was when they were in a group of 6, not 12. (on T3 anyway)

  4. #224
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    Quote Originally Posted by QotsaM View Post
    Yesterday night we got Puddings+Taurus > Soulflyer+Manticores. I was expecting us to get at least one group of mobs to have tons of hp (like those fucking triple bats) but they all had normal hp. As they were weak we got the smn (smn x5 + 1 cor) 2h them on a timer while TP/manaburning at the same time. Worked really well.
    We started the Vampyr boss with approximately 6-7mins left, getting him down to 1% hp before he transformed into bats. Then I guess we killed only 1 bat for an easy win (with 33ppl), or maybe we just damaged one bat without killing it. We were all confused because the coffer popped and there were still bats around. We assumed that we just damaged one of the bats enough, corresponding to that 1%. They disappeared after. 1920 ampoules.
    Dot might have killed the vampire. Hard to say the exact mechanics, but they probably move the vampire out of sight after the bat are spawned, and bring it back later.

    When we killed bat a while back, no damage was dealt to the vampire, so I dunno if you can really damage it that way.

  5. #225
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    Quote Originally Posted by Neosutra View Post
    Im really starting to think there is some balance in the number of mobs you get and the HP they have. We got 2 waves only a few runs ago and one wave alone took 10 minutes (leeches) with 30 people. Got 3.5 waves the next run and plowed through each wave in about 5 min each.
    Sure you weren't just feeling the effects of attack down?

  6. #226
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    Quote Originally Posted by Neosutra View Post
    Im really starting to think there is some balance in the number of mobs you get and the HP they have. We got 2 waves only a few runs ago and one wave alone took 10 minutes (leeches) with 30 people. Got 3.5 waves the next run and plowed through each wave in about 5 min each.
    I agree. We had 12 Tauri to start one of our runs last week and they had twice the HP they normally have. We fought them 2x before and trashed them in moments, this time they took forever..

    I don't what casues the varying HPs.

  7. #227
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    Quote Originally Posted by Kaylia View Post
    Dot might have killed the vampire. Hard to say the exact mechanics, but they probably move the vampire out of sight after the bat are spawned, and bring it back later.

    When we killed bat a while back, no damage was dealt to the vampire, so I dunno if you can really damage it that way.
    Well, If I could remember into which mobs he transformed the last time we fought him I could be more accurate, but the only thing I remember is that we damaged some of the mobs that spawned (eventually killed some), and when he came back, he had lost like 50% of his hp (disappeared with 60% hp and came back with 11% left or smthg like that).
    In the strat part of our forum, it's noticed that the vampyr comes back after a certain amount of spawns have been killed, and he'd lost a % of hp equivalent to the damages dealt to the bats/wolf. I guess next time we'll meet him I will look at it (unless we kill him in less than 2mins, which is our goal anyway).

  8. #228
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    re: vampy mechanics
    Only had him 2 times ever, lost first time because we didn't know wtf was going on quite a while ago, beat the hell out of it the 2nd time. When it splits just have all your blm ga3, while having a rdm sleepga and a pld cure>sp that rdm. DD assist on any mob that gets hurt. Hurting his split pets hurts his HP as well. One or a few of the pets is the "true" form and killing that reverts him I think.

    re: behe mechanics
    Full zerg is the way to go on this for sure. Need good curing but it dies fast. It used to be our dreaded boss but we did that tonite and had only a few deaths and cleared the chamber in 22min.

  9. #229
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    Quote Originally Posted by Judai View Post
    I agree. We had 12 Tauri to start one of our runs last week and they had twice the HP they normally have. We fought them 2x before and trashed them in moments, this time they took forever..

    I don't what casues the varying HPs.
    I'm inclined to believe Ein mobs were ninja-buffed. We were consistently winning T3 before the Odin update with ~29 people, and now with ~33 we won the first but have yet to win it again, we've noticed specific waves taking enormous amounts of time more than they did before. Worms, leeches, and dragons specifically.

  10. #230
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    Thanks for the advice guys, made some changes to setups and finished tier3 last night with 7 minutes left lol.

    Scorpians -> Flans -> Logi -> Marids -> Hydra.

    Tier3 has been a blast win or lose though, really glad I decided to really get into einherjar. Most fun thing in game, along with salvage.

  11. #231
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    Sooooo close to winning our first Tier III last night ><. Manticores -> Imps -> Marids -> Worms -> Behemoth. Had 24 people with a 3 BRD rotation between melee parties and cleared the initial waves fast enough, leaving us 7-8 minutes for Behemoth. Tried to SV zerg it down, but an untimely pair of Thunderstrikes followed by Meteor dropped a bunch of us since mages were all stunned and unable to cure or bene. The few people who were still up managed to get him down to 4% before we timed out.

  12. #232
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    Does anyone know for sure after how long the Vampyr splits? It seems to be either 1:30 or 2:00 on the dot, can anyone confirm either of those?

  13. #233
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    Pretty sure it's 2mins.

  14. #234
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    The other day we got 6 Scorpions + 12 skeletons on first wave, 12 tauri on second wave and 12 imps + Vampyr boss. I wasn't pissed at the # of mobs, but rather at how lame all of them were. Death Scissors fucking people up (yes, we were /nin but shit happens in such a laggy scenario), Blood Saber and Malediction being spammed, Mortal Ray being border line retarded to avoid (again due to lag) and Amnesia/Silencega. We timed out with like 6 imps left.

    We used single assist because of the mob selection we got. We had a BLU/WAR on crowd control duty (this was our 2nd tier3 einherjar, we brought a PLD/BLM to the first but we didn't get too many mobs, and this time the BLU was solo), one bard per melee party (4?ish melee parties consisting of healer + 3 melee + brd) and a jumping bard so everyone had 4 songs at once. Anything we're doing extremely wrong, or just bad luck?

    Thanks.

  15. #235
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    Quote Originally Posted by Seedz View Post
    The other day we got 6 Scorpions + 12 skeletons on first wave, 12 tauri on second wave and 12 imps + Vampyr boss. I wasn't pissed at the # of mobs, but rather at how lame all of them were. Death Scissors fucking people up (yes, we were /nin but shit happens in such a laggy scenario), Blood Saber and Malediction being spammed, Mortal Ray being border line retarded to avoid (again due to lag) and Amnesia/Silencega. We timed out with like 6 imps left.

    We used single assist because of the mob selection we got. We had a BLU/WAR on crowd control duty (this was our 2nd tier3 einherjar, we brought a PLD/BLM to the first but we didn't get too many mobs, and this time the BLU was solo), one bard per melee party (4?ish melee parties consisting of healer + 3 melee + brd) and a jumping bard so everyone had 4 songs at once. Anything we're doing extremely wrong, or just bad luck?

    Thanks.
    Double assist the imps and taurus, they are paper tigers.

  16. #236
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    Quote Originally Posted by Seedz View Post
    The other day we got 6 Scorpions + 12 skeletons on first wave, 12 tauri on second wave and 12 imps + Vampyr boss. I wasn't pissed at the # of mobs, but rather at how lame all of them were. Death Scissors fucking people up (yes, we were /nin but shit happens in such a laggy scenario), Blood Saber and Malediction being spammed, Mortal Ray being border line retarded to avoid (again due to lag) and Amnesia/Silencega. We timed out with like 6 imps left.

    We used single assist because of the mob selection we got. We had a BLU/WAR on crowd control duty (this was our 2nd tier3 einherjar, we brought a PLD/BLM to the first but we didn't get too many mobs, and this time the BLU was solo), one bard per melee party (4?ish melee parties consisting of healer + 3 melee + brd) and a jumping bard so everyone had 4 songs at once. Anything we're doing extremely wrong, or just bad luck?

    Thanks.
    Personaly Id not Assist on any. you cut out a lot of Tp Spam from Scorps if you kill with a single party, you wont have back to back TP moves from them that way and easily can make sure people have shadows up for Death Scissors. Same on Skellys, they dont spam when you only have 4 melee on them at a time. Imps are are Neo said, paper. Taurus I have never got so I'd take Neos word and say they are probably paper also.

    From personal experience, the only thing that assist does is blow through all your MP and shadows to fast on mobs that have nasty/annoying AoE.

  17. #237
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    The shit I have found to be a reaaallly bad idea to double/triple assist are Skeles/Frogs/Logi. Only reason I toss logi in there is because we store tp till 50% on them then release WS to finish off fast, they die quickly and dont explode that way, and we get them off the super tank asap. However back to back skele AoE and/or water bomb blows monkey balls.

  18. #238
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    We har our first run in with Vampyr Jarl last night in Tier III.

    We did a 6 song SV rotation and started off with CS stun as we wanted to kill him in under 2 mins (before split).

    About 10 seconds in, he gets off a Wings of Gehenna (AoE damage, knockback, and Stun). I figure it was just a lucky TP move. about 10-20 later he gets it off again, so we have teh second CS stunner go, he gets a 3rd off before he dies. It didn't wipe us, or slow us too badly we killed it in about 70-80 seconds. But it was a shock seeing that he resisted a lot of stuns. Is this normal, or has anyone experienced this before?

    Next time I think I will make sure to put on Thunder Threnody to help.

    Also the Tier III we got was 1 wave + boss up at the start which seemed like it would be a joke, but it wasn't.

    12x Chiggoes, 6x Dragons. With everyone of them having insane HP. We have had Dragons before in a 4 wave run, and they didn't have anywhere near the HP they had tonight. Also we got the Brown Bird which imo is near useless. We killed it and i looked at the Dragons HP, they dropped to 75%... then regened to 100% in about 3-4 ticks before we even pulled them. It would be great if the unclaimed mobs didnt regen to full seconds after the bird dies...

  19. #239
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    Ya, there is definately some balance on # of mobs and hp per mob. But I dont really see the need to CSS Vamp before last 30%, his TP moves arnet that bad, but he has never been particularly knockback spammy to us.

  20. #240
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    We always have 2-3 RDM/drks in the run, so with the fight being less then 2 mins, we figure that CS stun form the start cant hurt really.

    it didnt seem like he built a resistance either, he just seemed to flat out have a 33-50% resist rate on all stuns starting fomr the get go.

    So its less out of need, and more out of if we have it, might as well use it.

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