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  1. #1141
    An exploitable mess of a card game
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    Quote Originally Posted by Leroy View Post
    We timed out @7% because of stupidity.

    First off, the DD can't read and only brought about 1 piece of food each wtf.

    Second, I don't know what the fuck our brds were doing but they were only buffing 2/4 DD per party.

    Last, we were still in good shape till we had to proc Zantetsuken, had about 2-3 minutes left approaching this point. The plan was to all run away at 11% and use the RNG and DD to proc it while everyone else was getting SV buffs. The DD I specifically selected to go proc it ran away too, and when I told them to go back and proc it, they sat there without a word.

    Zantetsuken went off with well under a minute left and the DD got to Odin and started attacking him, but timed out at 7%

    /Sigh

    Oh well, that's all you can reasonably expect from a pickup einherjar shell on their first Odin I guess, but I still waned the win dammit. 7mil in glasses and counting. The hit in the pocket won't be as painful when we beat his ass in a couple weeks. Need 4 more wins to get back to him.

    Did notice that conventional DD worked completely fine on him though. He didn't have any real threatening moves. The RNG was a real beast too.
    Odin is the only event where your members absolutely *CANNOT* slack off on items. We make our melees bring Excess Food/Poison Pots/I Wings/Remedy/Holy Water. I wings and SAM 2hrs are very effective for the last 10% since intimidate as Neo said, will wreck you. I'm kind of debating whether it's better to SV before or after that point. On one hand, faster attacks means more attacks without intimidation. On the other hand, you would kill quicker (Seem to be a problem if you're at ~1min mark when Zantetsuken goes off) in the earlier stages and get the most out of the DDs. I also recognize that you'll miss out on a lot of the damage from SV prior to the last 10% since you have melees moving away from Odin for certain TP moves. I would like to try a situation where SAMs save their 2hr for the last 10% and have melees with "Meleeing 2hrs" (DRG and MNK come to mind) use them earlier to depop the Fomors.

  2. #1142
    Banned.

    Join Date
    Jan 2006
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    6,859
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    8

    We SV about 50% as it gives mages a much needed MP boost as well.

  3. #1143
    New Merits
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    Jun 2007
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    208
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    Well, we had all te DDs bring TP wings, I was hoping that Intimidation doesn't proc on WSs/JA so we could use TP Wings, EES, Meikyo, meditate, Sekka, spare tp from before Zantetsuken, etc. to take a huge chunk out of him in that last 10%.

    The biggest problem was all but one, maybe two, melee forgetting food extra food. Mot of them bought one really strong 3 hour food and nothing else... We were stomping his ass badly for the first 20%, then only one melee had food and shit started to slow too much.

  4. #1144
    Pied Piper of the Homos
    Join Date
    Feb 2009
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    7,392
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    Lakshmi

    Tell your ls lrn2read? Seriously it would've taken them maybe 5 minutes to go to wiki or some other place and look up info on Odin. Should be all Nazi now when it comes to Einherjar.

  5. #1145
    Melee Summoner
    Join Date
    Oct 2005
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    FFXI Server
    Bahamut

    Odin #6 for us tonight:
    http://img.photobucket.com/albums/v2...729_002451.jpg

    I got all excited because I mis-read the e-legs and though it was body for a sec ><

  6. #1146
    New Merits
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    Jun 2007
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    I post the strat on the ls site, and said it in the pre-run setup.

    I think I will be knuckling them a bit more though. Just a bit harder when your ls is 80% pickups... Trying to remedy that though.

  7. #1147
    Relic Shield
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    Oct 2006
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    Cerberus

    Got a question.

    We're entering our next Odin with 19 people, had a problem with this guy missing that Tier and that guy missing this Tier, etc, and I'm at the point that I hate to keep repeating Chambers over and over if we can take Odin out with who has access now.

    I'm thinking we'll be fine to kill him with what we have but I'd like some input from some more experienced Odin-killers, our first one was a joke of a fight with ~26 people but we used more RNGs and SMNs on that one.

    My plan is to have 2 PTs with a WHM, COR, BRD, and SAMs or WARs with one DRG and one THF mixed in. Thinking about having one PT on Odin at a time, then swapping with the next PT when their backline needs to rest up.

    The other PT is a standard Odin tank PT, and we'll have a RDM/NIN to kite Fomors.

    Our damage would be 1 SMN, 2 COR, 1 THF, 1 DRG, 3 well geared and merited WARs and 1 well geared and merited SAM, all getting COR + BRD buffs. Do you think this is enough to push him down safely in the time required?

    We're good at following strategy and bringing meds/food/etc, that's not really an issue, I'm mainly concerned with doing enough damage without draining MP resources all around.

  8. #1148
    Relic Shield
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    Jun 2007
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    1,656
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    FFXIV Character
    Orson Dara
    FFXIV Server
    Cactuar
    FFXI Server
    Alexander

    Odin is doable with 19 it's no cake walk but it's not ridiculously tough either. The hardest part is the adds even with +movement 1 person can't reliably kite them they just run too fast. Basically what'll happen most likely is you need the Rdm/Nin to kite/survive long enough while you power through the 10% to get them to despawn and hope you don't get another repop right after the last set.

    As for damage you have enough but Sam/Thf and Rng/War are the most reliable damage on Odin. War/Sam and War/Nin do quite well but they will pull hate if they aren't careful and still won't do quite as much as the jobs mentioned prior. The more Rngs and Sam the better honestly. With that set up listed you definitely wouldn't want half the DDs sitting back part of the time. You need to maintain damage otherwise you'll be pressed on time.

    The one problem with your set up that I see is that you have no Rngs at all that isn't a huge deal until the last 11-10% to trigger Zant. It's really dangerous to have a lot of your melee in range for it because it's a lot harder for melee to avoid the instant death. If you can swing it I'd try to get some Rngs but otherwise your best bet is to have the Smn and 1-2 Wars stay on to bring it to 10%.

  9. #1149
    Banned.

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    Quote Originally Posted by Furionstormrage View Post
    Got a question.

    We're entering our next Odin with 19 people, had a problem with this guy missing that Tier and that guy missing this Tier, etc, and I'm at the point that I hate to keep repeating Chambers over and over if we can take Odin out with who has access now.

    I'm thinking we'll be fine to kill him with what we have but I'd like some input from some more experienced Odin-killers, our first one was a joke of a fight with ~26 people but we used more RNGs and SMNs on that one.

    My plan is to have 2 PTs with a WHM, COR, BRD, and SAMs or WARs with one DRG and one THF mixed in. Thinking about having one PT on Odin at a time, then swapping with the next PT when their backline needs to rest up.

    The other PT is a standard Odin tank PT, and we'll have a RDM/NIN to kite Fomors.

    Our damage would be 1 SMN, 2 COR, 1 THF, 1 DRG, 3 well geared and merited WARs and 1 well geared and merited SAM, all getting COR + BRD buffs. Do you think this is enough to push him down safely in the time required?

    We're good at following strategy and bringing meds/food/etc, that's not really an issue, I'm mainly concerned with doing enough damage without draining MP resources all around.
    You will most likely time out if you hold one of your DD parties back and rotate them in.

  10. #1150
    An exploitable mess of a card game
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    Quote Originally Posted by Furionstormrage View Post
    Got a question.

    We're entering our next Odin with 19 people, had a problem with this guy missing that Tier and that guy missing this Tier, etc, and I'm at the point that I hate to keep repeating Chambers over and over if we can take Odin out with who has access now.

    I'm thinking we'll be fine to kill him with what we have but I'd like some input from some more experienced Odin-killers, our first one was a joke of a fight with ~26 people but we used more RNGs and SMNs on that one.

    My plan is to have 2 PTs with a WHM, COR, BRD, and SAMs or WARs with one DRG and one THF mixed in. Thinking about having one PT on Odin at a time, then swapping with the next PT when their backline needs to rest up.

    The other PT is a standard Odin tank PT, and we'll have a RDM/NIN to kite Fomors.

    Our damage would be 1 SMN, 2 COR, 1 THF, 1 DRG, 3 well geared and merited WARs and 1 well geared and merited SAM, all getting COR + BRD buffs. Do you think this is enough to push him down safely in the time required?

    We're good at following strategy and bringing meds/food/etc, that's not really an issue, I'm mainly concerned with doing enough damage without draining MP resources all around.
    I think you'll time out using those DDs. Unless you save TP, bring I wings (Should anyways), and basically "set-up" before each phase, you'll face problems handling adds. The biggest threats that I see are:

    The DDs need a way to knock off 10% when the fomors appear. If this happens to be the last 10%, then you'll have incredible difficulty since out of all those DDs, SMN and SAM are the only ones capable of bypassing intimidation through 2hrs. The others either have useless 2hrs or depend on non-intimidated attacks. Also, you might have issues knocking Odin to each 10% mark if your only ranged DD is a SMN (Other DDs generally move out of range of AoE).

  11. #1151
    E. Body
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    Feb 2005
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    Bahamut

    The 3 WAR's and 1 SAM DD idea sounds horrible, not gonna lie.

    If you keep them on full time, they are going to take heavy damage, eat blind, and get fully dispelled every 10% unless they move out of range at 91, 81, 71, etc. In that case, you expect a single SMN to do 1-2% of damage? HUGE time sink doing that.

    If you don't keep them on full time, you aren't even going to get close to killing it before time out.

    Lose/lose situation. With only 18 people and 1 SMN (Not counting the RDM you have getting adds because he shouldnt be in range) 10k needles is going to fuck you up pretty bad. 556 damage a piece if you have everybody in range (Usually some fags don't listen and don't move in).

    Sorry I just totally trashed your whole strategy, but that setup makes me cringe.

  12. #1152
    New Merits
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    Quote Originally Posted by orson View Post
    The hardest part is the adds even with +movement 1 person can't reliably kite them they just run too fast. Basically what'll happen most likely is you need the Rdm/Nin to kite/survive long enough while you power through the 10% to get them to despawn and hope you don't get another repop right after the last set.
    This isn't true. A rdm/nin can reliably kite the adds solo with 9 or 10 powder boots. I do it every Odin for my linkshell and we have consistent low numbers (18-22). Have yet to die.

  13. #1153
    Sea Torques
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    Siren

    Quote Originally Posted by Belkin View Post
    The 3 WAR's and 1 SAM DD idea sounds horrible, not gonna lie.

    If you keep them on full time, they are going to take heavy damage, eat blind, and get fully dispelled every 10% unless they move out of range at 91, 81, 71, etc. In that case, you expect a single SMN to do 1-2% of damage? HUGE time sink doing that.

    If you don't keep them on full time, you aren't even going to get close to killing it before time out.

    Lose/lose situation. With only 18 people and 1 SMN (Not counting the RDM you have getting adds because he shouldnt be in range) 10k needles is going to fuck you up pretty bad. 556 damage a piece if you have everybody in range (Usually some fags don't listen and don't move in).

    Sorry I just totally trashed your whole strategy, but that setup makes me cringe.

    *echo wholeheartedly*


    a good setup of 19 people really just depends on whether you trust 1 person to handle the adds or have to dedicate the 3 people to it. We did with 18 a few weeks back, setup:

    PLD PLD WHM RDM BRD THF
    SMN SMN SMN SMN SMN COR
    WHM BRD SAM RNG RNG

    RDM/NIN

    SMN's count as double for 10k needles so thats handy, rngs are for zantetsuken and for rushing 10% down on fomor pops.

    I was the RDM/NIN and just popped powder boots at 91, 81, 71 etc etc until fomors popped, when they popped id diaga and switch to another pair of boots and use them as soon as my others wore off, had a hermes quencher incase of emergency. Its an easy thing to do, the danger is if they pop back to back.

    Otherwise its a solid setup that doesnt lack in damage at all, the sam drops it from 12% to below 10 while the rngs are off getting soul voiced, the THF puts feint on odin anytime the fomors pop.

  14. #1154
    An exploitable mess of a card game
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    Quote Originally Posted by Robian View Post
    This isn't true. A rdm/nin can reliably kite the adds solo with 9 or 10 powder boots. I do it every Odin for my linkshell and we have consistent low numbers (18-22). Have yet to die.
    He's saying that with just Crimson Legs (Movement Speed+%), an RDM cannot solo kite them. Technical term difference: Movement Speed v Flee.

  15. #1155
    Relic Shield
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    Cerberus

    Thanks for the feedback and suggestions, and yes a single RDM/NIN shouldn't have any problem kiting the Fomors with a few sets of Powder Boots, we did that and I know another LS that does the same, I wasn't the least bit worried about the kiter.

    My concern was damage, and it looks like the concern is founded as they would take a lot of damage and require a lot of support, and it could get annoying trying to proc certain %s.

    I could have one WAR swap to SAM, his SAM has good gear but WAR is by far his best-geared job, and the THF could also swap to SAM and we'd lose Feint and placeboTH4, but it sounds like the main suggestion is to get people that missed wins into our next Odin, that would give us a RNG (The other 2 quit playing) and another SMN.

    Our first Odin utilized 2 COR, 3 RNG, 2 SMN and 4-5 melee DDs and it was very easy, but it sounds like only having 2 COR, 1 SMN and 6 melee DDs isn't gonna cut it.

  16. #1156
    Nidhogg
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    Our very first Odin was a success! Really awesome.

    http://tgp.itadakiproject.com/firstodin.png

  17. #1157
    An exploitable mess of a card game
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    Gouka Mekkyaku
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    Quote Originally Posted by Talint View Post
    Our very first Odin was a success! Really awesome.

    http://tgp.itadakiproject.com/firstodin.png
    Not bad on items either. Very sick actually.

  18. #1158
    Pens win! Pens Win!!! PENS WIN!!!!!
    Join Date
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    Odin

    Stick with sam/thf and rng for DD. Any other DD is just a mp sink. Flee boots for adds really help if you're low on members. Buys rdm, pld or thf a few seconds.

  19. #1159
    Black Belt
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    Arthars Menethil
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    Chocobo
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    Odin

    odin is just a W1.5 boss difficulty

    how do i tell?

    he can be defeated with 20 man in 20 mins

    only thing u need to prepare is the correct medicines, and also, your listening ears

  20. #1160
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    Bismarck

    We had RDMs for kiting and SAMs+ RNGs for the DD on Odin. Had two pld's controlling hate. Lost one Kiter towards the end of it but we're 1/1. Got Wyrmal and Aquarian body feet and fork.

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