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  1. #21
    Cerberus
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    Re: Jailer of Love Help

    Quote Originally Posted by CoronA1979
    No one uses PLD/RDM?

    Low damage

    We put our tanks across from each other, so that means when you see a -ga, the PLD is eating it entirely by himself. Works well for us, and all those numbers you see up there are Pre-Aegis...
    What kinda gear do you use, and do you use Carols? The one time I tanked JoL after the nerf, I had Shell V and Carol, plus about 19% -magic dmg and even with Stoneskin up (for about 310) I was still getting hit for 400-500.

  2. #22
    Motherfucking
    NOSTRADAMUS

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    Re: Jailer of Love Help

    Our melee's mostly stand about.
    We do the exact opposite. 2x meripo PTies with 2 BRDs in each. SAM/WAR/DRK/MNK etc fill each PT slot, THF in there somewhere, me on DRK filling in every 6 minutes. After regen ends, the fight is over is about 30 mins.

    For pulling the adds we use a PLD/BRD but RDM would work as well.

  3. #23
    Puppetmaster
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    Re: Jailer of Love Help

    Quote Originally Posted by Merkury
    JoL is broken since the updates while back. My brd took 3 thundaga III's before stoneskin broke. All his elemental magic spells do a joke of damage now. However Banishga still does a ton.
    JoL was fixed, no longer broken.

  4. #24
    Hydra
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    Re: Jailer of Love Help

    Quote Originally Posted by Halion
    There seems to be two different sets or rounds of phuabos, and it only works if you hold the first, so if you don't do it right off the bat it can be pretty hard to figure out which is which without making a huge mess.
    It summons 3 sets of each type of mob (Phaubo, Hpemde, Xzomit), then Phaubo's only. It's safe to start holding when you get to the Phaubo's only stage.

    e.g.

    Phaubo x3
    Xzomit x3
    Hpemde x3
    Phaubo x3
    Xzomit x3
    Hpemde x3
    Phaubo x3
    Xzomit x3
    Hpemde x3

    and now it will summon Phaubo's only. Hold 2, kill 1, and only 1 will be re-summoned.

  5. #25
    Nidhogg
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    Re: Jailer of Love Help

    http://i70.photobucket.com/albums/i9...ria373/6-4.jpg

    This screenshot should provide an idea of how tanks should stand. We use a triangle formation, Basically one tank will pull JoL to that spot because it wont move any more past there. From there one tank backs against each wall and the third tank has his back to where the ??? spawn is. In this picture two paladins are against the two walls and the third tank is not visible.

    This Shot actually shows it better:
    http://i70.photobucket.com/albums/i9...oria373/J3.jpg

    We use Paladin/Ninja for the fight, Utsusemi absorbs single target spells, and AOE damage can be taken and used to generate more hate by allow tanks to cure each other. Essentially white mages and red mages back off on cures and let the three tanks handle themselves.

    As far as Black mages goes, it works best to leave black mages on the pets full time, 100% of the fight. Skillchains are usually useless and generally require a weaker spell to be used, since Yorva's resist thunder by trait, if a BLM is in the alliance he should be free nuking according to element of JoL. Holding the Pets is a stupid idea in my opinion when they are so weak to magic, 4 ga spells and they're dead, they can be stunned so as long as BLMs have a rdm they usually wont die.

    As far as damage on JoL is concerned, Before and after 2 hand weapon update melee work best. 3 melee under JoL at a time no more or it becomes a burden on white mages usually. Rangers are good if you have them since they dont have to be under JoL to damage it.

  6. #26
    Melee Summoner
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    Re: Jailer of Love Help

    Quote Originally Posted by Foustian
    Quote Originally Posted by CoronA1979
    No one uses PLD/RDM?

    Low damage

    We put our tanks across from each other, so that means when you see a -ga, the PLD is eating it entirely by himself. Works well for us, and all those numbers you see up there are Pre-Aegis...
    What kinda gear do you use, and do you use Carols? The one time I tanked JoL after the nerf, I had Shell V and Carol, plus about 19% -magic dmg and even with Stoneskin up (for about 310) I was still getting hit for 400-500.
    -Phalanx with 230 Skill (Enhancing magic skill / 10) - 2; so got it to 21
    -Capped Stoneskin
    -Bar, Carol , Shinning Ruby and capped ShellraV

    http://i81.photobucket.com/albums/j2...bpre-aegis.png

    Palmerin's Shield (-2%)
    Lamian Kaman +1 (mdb+2)
    Merman's Earring x2 (-4%)
    Coral Scale Mail +1 (-4%)
    Merman's Ring (-4%)
    Resentment Cape (-4%)
    Resolute Belt (mdb+2)
    Coral Cuisses +1 (-3%)
    Coral Greaves/Askar Gambieras (-2%)

    So Magic Taken -23%, MDB+4!!
    Could have add another Coral Piece to reach the cap on magic dmg taken, but the hell~
    Other pieces of gear are mostly HP such as Tutelary, W.Turban, lame Iron musketeer's neck and Homam Hands, which was for Bahamut V2 flares.

    Nice thing about that fight is that JoL cast time gives u plenty of time to macro to this set of gear, so basically u can get Aegis dmg reduction w/o one, of course Post-Aegis im using MDB gear where i can fit em such as, Unfettered ring(mdb+2) & Lamia Mantle +1(mdb+4)... havent yet got a Storm Turban(mdb+2) or Ataractic Solea(mdb+4) ; ; (Assault drop rate on ??? items sucks so much balls)

  7. #27
    Hydra
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    Re: Jailer of Love Help

    Quote Originally Posted by *Shinzon*
    Skillchains are usually useless and generally require a weaker spell to be used, since Yorva's resist thunder by trait, if a BLM is in the alliance he should be free nuking according to element of JoL.
    1. ohai2u Darkness

    2. Ice works best in all modes except (obviously) ice mode.

  8. #28
    Nidhogg
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    Re: Jailer of Love Help

    My point was, forcing melee to skillchain, is less effective than having melee free weaponskill. My linkshell personally alternates Ridill DRK,s using Souleater so we really don't worry about much else.

  9. #29
    Hydra
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    Re: Jailer of Love Help

    Ok, yes, I agree thats fine if you have Ridill/Kclub DRKs, but not everyone does.

    Can't speak for the OP, but I suspect that since he's asking for advice on JoL in the first place that his LS probably doesn't.

  10. #30
    RIDE ARMOR
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    Re: Jailer of Love Help

    Melee or smn don't need to wait around while breaking regen. Just get in there and DD, the damage you do will be slowish at first, but it's % still goes down. With 3 or 4 summoners, and a melee PT (with no kraken drk) we probably had JoL half dead when regen broke. Makes for really quick fights.

  11. #31
    CoP Dynamis
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    Re: Jailer of Love Help

    Quote Originally Posted by *Shinzon*
    [img]Pretty%20picture%20of%20tanks[/img]

    This screenshot should provide an idea of how tanks should stand. We use a triangle formation, Basically one tank will pull JoL to that spot because it wont move any more past there. From there one tank backs against each wall and the third tank has his back to where the ??? spawn is. In this picture two paladins are against the two walls and the third tank is not visible.

    This Shot actually shows it better:
    [img]another%20pretty%20picture[/img]

    We use Paladin/Ninja for the fight, Utsusemi absorbs single target spells, and AOE damage can be taken and used to generate more hate by allow tanks to cure each other. Essentially white mages and red mages back off on cures and let the three tanks handle themselves.

    As far as Black mages goes, it works best to leave black mages on the pets full time, 100% of the fight. Skillchains are usually useless and generally require a weaker spell to be used, since Yorva's resist thunder by trait, if a BLM is in the alliance he should be free nuking according to element of JoL. Holding the Pets is a stupid idea in my opinion when they are so weak to magic, 4 ga spells and they're dead, they can be stunned so as long as BLMs have a rdm they usually wont die.

    As far as damage on JoL is concerned, Before and after 2 hand weapon update melee work best. 3 melee under JoL at a time no more or it becomes a burden on white mages usually. Rangers are good if you have them since they dont have to be under JoL to damage it.
    With more JoL's than I can possibly hope to imagine under my belt I would like to toss in my 2 cents. The pictures are nice but JoL does infact come out further than that. Its a minor point but worth pointing out incase it affects your set up. I suggest if you're using blm's and they may or may not be using -ga's that you bring it further back so you don't hit an Aern.

    We used to use pld/nin for this fight but a stronger set up, is pld/rdm. Pld/nin is good and its how we started (its also how I suggest a new LS try this) however the hate thresh hold is weak on it if you actually have very strong DD's. Used to be that when we'd hook up a darkness skillchain and bursted for 1.4k a blm or two would get drawn in until the the pld/nin got hate back (quickly but not quick enough for a boosted jol to 1 shot a blm). With pld/rdm our last fight the pld didn't lost hate for a single moment. It was rock solid no matter what we threw at it. The pld/rdm in question was taking -ga's for similar damage numbers to those posted above. His gear set up was not the same and likely getting hit for a bit more on the -ga's but still low numbers like 200-300's sometimes 100's.

    As you get more experience you can in fact tank this with one tank and your melee will never ever get hit. No matter if you put 3 or 7 under the bubble it doesn't matter because JoL will be solid on the pld and will only use boost as long as the pld maintains hate. If your pld cannot maintain these high levels of hate, then you are SoL my friend.

    I'll give you a very easy and safe win that you can reproduce with virtually no skill:

    1 tank party consisting of two tanks. I suggest pld/nin for your first attempt with this setup (use pld/rdm if your tank knows what hes doing but for first run if you get sloppy summon pulls this might end up killing your tank). First tank is primary and always holds hate and stands I believe 13-15' from JoL I will have to double check this number for you. I think anywhere after 13 is safe from all TP moves. Second tank just holds a decent amount incase the first one dies but never attempts to pull hate off the first pld. If this pld is bored they can do a sheild bash every 5 minutes and stop a -ga with a funny macro >_> don't ask. The only thing that should/could kill a tank is summon > Astral flow and the mobs TP your tank before your puller gets to them, it rarely happens but yeah, it can. Otherwise your tank should simply never die for the whole fight.

    2nd party is summoners. Hate free damage, very easy for a basic group to manage and very simple on the tanks when getting used to JoL.

    3rd party is whatever. They don't really matter. Put melee on if you want but honestly if I were some begining LS with no experience I'd prefer a longer fight thats safe and guarenteed to win over a fast fight that could involve a slip up.

    Outside alliance have 5 blm's and a rdm/nin. Rdm runs in and diaga's the babies and pulls them back to the blm's. Instruct the rdm not to pull too fast. Hesitate a second before using Diaga or the claim patch will kick in or something stupid like that. And you will end up diaga'ing 2 of the babies instead of all 3. I'm not sure exactly why it does it, but it happens if you rush the pull. Pull back to the blm's and 5 -ga's will easily take them down.

    So thats it, thats a very easy and reproducable fight for an LS that is virtually impossible to screw up lol. If you're feeling more confident, add some melee, skill chain whatever you want. JoL is a boring ass fight. We spice it up by doing things like skillchains but honestly its not necessary.

    People these days say skillchains are pointless. I'm perhaps too old school and hold a different view but I still believe they maintain value based on certain setups. An example of which is when we do this fight with 18 people. If thats what you end up with, blm party will be in alliance and after the baby spawns kick off a darkness skillchain and watch 5 blm's burst it. You will see large chunks of damage with the bursts. With our blm's hitting 1.1-1.4k per freeze II, I don't think its something to just throw away and ignore. Some say they magic patch kicks in, I don't really notice it, so I don't know what to say about that. What I can say is I've seen bursts take large chunks of damage of JoL in short periods of time. Anyway we don't do it when we have 24, but when we're short on people thats the way we go about it.

  12. #32
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    Re: Jailer of Love Help

    3 melee under JoL at a time no more or it becomes a burden on white mages usually.
    If you stand at max melee range on the opposite side of JoL that the tanks are on you should never get hit by a single spell until someone pulls hate. JoL is like doing Excavation Duty for melees; just blindly hit it and try to outdo each other.

  13. #33
    Sea Torques
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    Re: Jailer of Love Help

    Quote Originally Posted by Paegan
    Quote Originally Posted by Halion
    There seems to be two different sets or rounds of phuabos, and it only works if you hold the first, so if you don't do it right off the bat it can be pretty hard to figure out which is which without making a huge mess.
    It summons 3 sets of each type of mob (Phaubo, Hpemde, Xzomit), then Phaubo's only. It's safe to start holding when you get to the Phaubo's only stage.

    e.g.

    Phaubo x3
    Xzomit x3
    Hpemde x3
    Phaubo x3
    Xzomit x3
    Hpemde x3
    Phaubo x3
    Xzomit x3
    Hpemde x3

    and now it will summon Phaubo's only. Hold 2, kill 1, and only 1 will be re-summoned.
    And when you get to Phuabos only, if you hold 2 and kill 1 from the WRONG set it will summon THREE more. Hence, two rounds of Phuabos.

  14. #34
    Nidhogg
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    Re: Jailer of Love Help

    Quote Originally Posted by Wulfgang
    3 melee under JoL at a time no more or it becomes a burden on white mages usually.
    If you stand at max melee range on the opposite side of JoL that the tanks are on you should never get hit by a single spell until someone pulls hate. JoL is like doing Excavation Duty for melees; just blindly hit it and try to outdo each other.

    Its not about getting hit with AOE, its about melee pulling hate and getting hit with concussive Occilation or whatever its called and taking about a thousand damage each, and JoL only goes to the mouth of that opening, you may be referring to kills before they patched it awhile ago, but if you run out past that point it will just draw you in. we've killed about 8 of them without being able to drag it past that point.

  15. #35
    Nidhogg
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    Re: Jailer of Love Help

    Quote Originally Posted by Elipse
    As you get more experience you can in fact tank this with one tank and your melee will never ever get hit. No matter if you put 3 or 7 under the bubble it doesn't matter because JoL will be solid on the pld and will only use boost as long as the pld maintains hate. If your pld cannot maintain these high levels of hate, then you are SoL my friend.
    If tank or tanks are standing in the proper place, even if a melee pulls hate the tank won't get hit by Concussive Oscillation, Primal Drill, or that other move whose name I forget. The worst that could happen is a ton of charmed melee running after the tank, but the charm doesn't last long at all, and a PLD can Sentinel, or when I attend JoL on BLU I just flash them, or if the charm doesn't wear quickly enough, can do like a recent JoL when our primary tank got AFed and melee got charmed, and just have the uncharmed melee kill off the straggling charmed one. In any case you're far from SOL, you just might have slower damage for 5 minutes once or twice a fight while they unweaken.

  16. #36
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    Re: Jailer of Love Help

    Its not about getting hit with AOE, its about melee pulling hate and getting hit with concussive Occilation or whatever its called and taking about a thousand damage each, and JoL only goes to the mouth of that opening, you may be referring to kills before they patched it awhile ago, but if you run out past that point it will just draw you in. we've killed about 8 of them without being able to drag it past that point.
    I don't even understand what you're talking about with the dragging part. The thing sits in the mouth of the opening; 2x PLD/RDM keep virtually capped hate; and the only person pulling hate on a semi-regular basis is our decked SAMs pumping out ridiculous Gekkos every 20 seconds and then either: A) They get whacked with a boosted hit or Primal Drill and die, oh noez; B) Concussive Oscillation which does some damage, not 1000 though or C) Everyone gets Luminous Draped which incites more screwing around than legitimate concern.

    What are you talking about with the dragging thing anyways? What I was talking about is no one moving an inch and melees blindly whacking a jellyfish. It doesn't get "dragged" but PLDs tank it at range so that it only casts spells...like everyone else does.

  17. #37
    New Merits
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    Re: Jailer of Love Help

    I'll give my two cents.

    We use PLD/RDM and PLD/DRK (one pld has gimp rdm sub still). We pull it to the opening like mentioned above, and I can say that 90% of the time it wont move past, but sadly last night JoL decided to come out on to the beach a little ways which supprised us a bit. We quickly had PLD run back in and repostion him in the openign again. I think this moving out onto the beach was due to weird pathing as he was drawing in PLDs that were standing at the exact camp they stood on for last 3 to 4 fights. It was weird, it never happened after he was repostioned, but I can happen i guess.

    Back to the fight, Last nights run we did with 18 People + 1 dual boxed THF for TH4, and a dual boxed BRD for blm party.

    We form two allainces, 1 BLM allaince to burn summons, one Tank + DD allaince for JoL. Typically 5 BLMs are enough for the Sharks, but I like having at least 6 for the first 30~ mins due to Squids and Goldfish resisting, or getting off nasty TP moves when JoL Astral flows. The Tanks in our setup stand side by side as to keep all spells pointed in one direction, they jsut spam cure/cast for hate keeping them together lets us use less people, and knwo exactly where the spells are going to land.

    We put DD on basically 30 seconds after its pulled. Two Hand weapon people shine here due to patch. The only ones that tend to draw hate off the PLDs after hate cap is reached are the SAMs, and typically its : Draw hate, get hit, then hate is good for a while, even better is Draw hate, get Charmed, and have a free hate reset, typicaly charm lasts 10 seconds, if that.

    We use to use the KC burn method, but honestly its easier/faster to just throw a bunch of DDs on it and TP burn it down. The total ammount of DD we used last night was SAM, WAR(Gax), DRG, THF(just engaged, on a dual box). Only had one BRD in tank party, and a dual boxed in BLM pt so the Melee only got COR buffs. Near the end when it was shark only we tossed a couple BLMs on it to help, but it only took about 1hour 30 mins with quite minimal Damage on it.

    my perfered allaince setup for JoL goes like this:

    PLD/rdm x2
    BRD
    WHM
    RDM
    xxx

    WHM(or any healer/haster)
    BRD
    DDx4

    WHM(or any healer/haster)
    BRD
    DDx4

    you can even throw your WHMs to outside cure if you want more DD on it for faster kill its really a Mob that you find a way to make it work with your Shell, and just kill it without falling asleep.

    Id say the hardest part of JoL is finding BLMs that wont spacy out/fall asleep in the summon -ga nuke pt.

    PS: JoL can suck a nut for the last 3 kills being Halberd only.... -.-

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