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  1. #621
    Champion of the House of Weave
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    Re: Einherjar: Valgrind (Odin's Chamber)

    Quote Originally Posted by Jaybar
    With the setup you theorized (aka the best possible shit any job could get), you could get away with 20 people or even 1 alliance with tier 3, but it has to be very balanced and your bards and mages have to be clear minded and under control (aka not running around screaming why they are almost already out of MP).
    Plus there's the whole part about praying you don't get a shitty room.

  2. #622
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    Re: Einherjar: Valgrind (Odin's Chamber)

    There's no such thing as a shitty room

  3. #623
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    Re: Einherjar: Valgrind (Odin's Chamber)

    I might be getting whooshed, but I'll bite anyways:

    Our worst so far has been:

    Wave 1: 12 Dogs (easy enough)
    Wave 2: 12 Demons (still easy)
    Wave 3: 12 Soulflayers + 12 Ahriman
    Wave 4: Dunno, we left for KB.

    I really don't see a group of 20 clearing that before time runs out.

  4. #624
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    Re: Einherjar: Valgrind (Odin's Chamber)

    Quote Originally Posted by Tomiko
    I might be getting whooshed, but I'll bite anyways:

    Our worst so far has been:

    Wave 1: 12 Dogs (easy enough)
    Wave 2: 12 Demons (still easy)
    Wave 3: 12 Soulflayers + 12 Ahriman
    Wave 4: Dunno, we left for KB.

    I really don't see a group of 20 clearing that before time runs out.
    Did about that with 24 before, except we had Khimaira for boss

  5. #625
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    Re: Einherjar: Valgrind (Odin's Chamber)

    not bad for a first Odin

    http://i25.photobucket.com/albums/c7...einherjar1.jpg

    Myst Linkshell - Gilgamesh

  6. #626
    Blackice
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    Re: Einherjar: Valgrind (Odin's Chamber)

    Quote Originally Posted by maahnt
    not bad for a first Odin

    http://i25.photobucket.com/albums/c7...einherjar1.jpg

    Myst Linkshell - Gilgamesh
    I'd consider that to be a pretty nice pool.

  7. #627
    I am a Cockwhistle
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    Re: Einherjar: Valgrind (Odin's Chamber)

    Sath: My previous LS had similar problems, low turnout, etc, Tier I is definetly winnable with 18, but Tier II you will be seeing problems with under 20. When we had 23-24 on, it seemed to go much smoother. Our strategy was based more around slaughtering the waves of mobs, than saving up for the bosses. COR would start rolling 1 minute before entering, switching PTs and such once inside, the BRDs would do the zerg thing with SV/JAs/PT swapping, and we'd basically decimate 1 1/2 waves of mobs at least before the buffs wore off, giving us often a good 20 minutes (or more) with whatever boss we were given. Almost always only 1 COR, sometimes 2. DRKs would save their 2HR, iirc. 20 minutes with any of the bosses was enough if we had that magical 23-24, but once we started going lower than that, it was difficult. I have no experience with Tier III.

  8. #628
    Faithe
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    Re: Einherjar: Valgrind (Odin's Chamber)

    Seeking some information.

    I have read the entire thread, from what Odin drops to those paladin arguments.

    I have gotten some good info as how much damage Odin do 300-400 per swing and WS damage.

    One post was useful saying Odin has about 110,000 HP.

    My question is if anyone can post some actually damage numbers?

    For example.

    How much damage does each swing do from a samurai?

    How much damage does nuke average?

    How much damage does each weapon skill average?

    -SAM
    -WAR
    -RNG
    -DRK
    -DRG

    How much damage does avatar blood pact do?

    Thank you for taking your time to answer my questions.

  9. #629
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    Re: Einherjar: Valgrind (Odin's Chamber)

    I never payed attention to my own damage that much (I mostly cared about what WS's Odin was about to do, it's HP, blah blah). I know that my WS numbers as Dragoon was doing about 400 on average, and that was a mix of Wheeling Thrust and Skewer. Kinda crappy but I think only Samurai's would pull ahead, maybe buffed up DRKs (It might be hard to keep all melee full buffed because of dispellga every 10%).

    If I recall, all magic was reduced damage, but not a huge chunk. I think it's more like wyrm reduction.

    Hopefully other people payed more attention than I did, lol.

  10. #630
    Yoshi P
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    Re: Einherjar: Valgrind (Odin's Chamber)

    I know Odin has a straight 50% MDB to cut down on magic damage. He also seems (from screenshots) to have fairly high defense, although like Jaybar said it could be because melees are often getting buffs dispelled.

    It looks like the best ways to damage him are consistent nukes from BLMs and RNG DDs (they can land 600-1000 Sidewinders/Slug Shots and not have to worry about their buffs getting dispelled too terribly often). I'm sure any competent DD could pull their weight on it, however.

  11. #631
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    Re: Einherjar: Valgrind (Odin's Chamber)

    Just be sure your RNGs are in a SMART position where pulling aggro won't affect nearby mages/weakened people.

  12. #632
    Faithe
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    Re: Einherjar: Valgrind (Odin's Chamber)

    Thanks for replying, if anyone else have more numbers, please post them. It would really be helpful.

    WS damage
    Avatar Damage
    Black Mage Damage


    Oh and what about damages on adds?

  13. #633
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    Re: Einherjar: Valgrind (Odin's Chamber)

    I don't have exact numbers because of filters but I do know SMN's and RNG's were destroying Odin, while on the other hand, I felt pretty useless going as BLM and wish I had gone SAM or something instead.

    And just kite the adds, they despawn fairly quick.

  14. #634
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    Re: Einherjar: Valgrind (Odin's Chamber)

    BLM is nice for knocking down Odin into one of his heavy WS's. We have I think 2 go with the RNGs/SMNs at 76/51/26 and again before Zant~

    It's not the best method, but we don't want melee on it, and RNGs sometimes don't knock it down fast enough (and SMNs might not have their BP ready etc).

  15. #635
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    Re: Einherjar: Valgrind (Odin's Chamber)

    I suppose so, but a few regular ranged attacks from the RNG's would probably get the job done even more effectively (due to Odin's high resist rate, gogo 60 damage nuke.)

    imo

  16. #636
    Faithe
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    Re: Einherjar: Valgrind (Odin's Chamber)

    Thanks again for the helpful informations.

    A few more questions . . .

    Does Odin have drawn in?

    Also, former depopping, can anyone go into more detail on that?

  17. #637
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    Re: Einherjar: Valgrind (Odin's Chamber)

    Did you read the thread? Everything is basically answered here and, if you've gotten through tier3, Odin really shouldn't pose a threat.

  18. #638
    Faithe
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    Re: Einherjar: Valgrind (Odin's Chamber)

    Yes I have. I just want to be better prepared for our group's first Odin.

    From what I read, the formers would stop and then walk back to Odin and won't aggro anyone else in their path?

    I just wanted to confirm this because other summoned creature like Kirin's summon pet will aggro anyone that get near them even if Kirin doesn't have hate.

    Sorry again for all the questions, our group isn't amateurs but we do lack relics like all the other groups here that has beaten Odin. We don't have Aegis Paladin either so I just want to find the best strategy for us and be 100% prepared.

  19. #639
    Faithe
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    Re: Einherjar: Valgrind (Odin's Chamber)

    Oh and I'm worried about damage because most of our members has multiple jobs. I'm trying to figure out what jobs they should prepare for. So far I'm hearing SMNs and RNGs. Also, I'm worried that the former will not depop in time and Odin popping another set of formers making it six instead of three.

  20. #640
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    Re: Einherjar: Valgrind (Odin's Chamber)

    Odin will only pop Fomors at 75/50/25 (Seems to be the pattern at least for our LS). They depop within about 2 minutes and easily kited. Make sure your kiters are buffed up and at least have some kind of enhanced movement speed. Bind/Gravity can be landed easily. Fomors have enhanced movement speed and can hit like a truck if your kiters aren't prepared.

    We had one of our backup tanks help kite if there were problems (We had 3-4 tanks because of the insta-death possibilities). RDM should probably be your key kiters. Ninjas at night-time can kite forever.

    They can depop and walk (not run at enhanced speed like AV Wynavs). They won't aggro until they stop near Odin, then they auto-assist from there (By this time they should have depopped unless your kiters weren't very good).

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