Does anyone actually clear the Death House? I've always wanted to pull it for the lulz and to see how much of it we could down but my idea gets outvoted 20ish to 1 >_>Originally Posted by Osede
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Does anyone actually clear the Death House? I've always wanted to pull it for the lulz and to see how much of it we could down but my idea gets outvoted 20ish to 1 >_>Originally Posted by Osede
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We manage to split the death house into 2 pulls. You can pull half of it at a time with a bit of luck! We pulled it on a whim one night and only managed to get half of it, I'm not sure exactly what our puller does but he manages it most times now ^^
If the death house is causing you problems, that means you're pulling it from the south, and I'm not sure why you'd do that.
Simply fight counterclockwise around the big loop, and don't stop when you hit the MNK NM. Some of the pulls are a little large, and with the aforementioned Sleepga -> Sleep II pattern of sleeping and a few good mages, they're easy enough. When it comes to the SMN house, the best thing I've found is have a bunch of sleepers/targeters ready, and then just have the puller kite the pull all the way back to the Auction House where they can loop around and head back. By the time they get back, the group has already killed all 6-8 SMNs and the puller gets the fun of seeing "Shiva readies Diamond Dust / [Puller] is out of range." 6-8 times with an avatar disappearing soon after.
If you're sneaking past the death house, you're missing a bunch of mobs that can drop stuff and are easier than post-boss mobs.
Also, I disagree about the whole not casting Sleepga II off the bat. Personally, I prefer when our BRDs Horde Lullaby quickly and then our BLMs stack Sleepga II on top. Our shell never takes more than 1min 30sec for 3-4 mobs, and if we run into THFs or PLDs, we just switch target while the 2hr is on (some melees always end up not switching and killing it when the 2hr runs out anyway). If we have a particularly large pull, things can get messy, and that's where I'd reccomend the strategic sleeping, but only really there.
Lastly, for the chocobo stables in Bastok, I usually just pull the middle statue first, and it comes straight out with just the two BSTs. Unless I'm feeling lazy, then I just pull both. If you're wiping on your 4th or 5th pull in Bastok, no matter the size, you've got problems. That's when people are paying the most attention, so take advantage of it.
My philosiphy as a puller is basically that if you're skipping mobs, you're skipping drops, so stop it.![]()
I was referring to more like 8-9 (links etc), yeah for 3-4 you can probably not cast sleep at all and it should be fine.Our shell never takes more than 1min 30sec for 3-4 mobs
My point was, people die when you cast Sleepga II over a large group. Also, I like my BLM's as /NIN in order to own all the statues, drain/aspir do wonders in Dynamis weather.
We just yell at our BLMs if they get hit by statues. They are slow enough to be able to cast a tier IV from normal spell range before it gets to you; they have absolutely no excuse for getting hit. No need for /NIN really.Originally Posted by Raineer
Also, when a BLM casts Sleepga II over a large group of mobs, if I notice it I usually tell them to go hide and have another BLM ready to cast again once they wake up. Doesn't always work, but gives the BLM a chance haha.
We always clear death house. It's actually very easy to clear if you pull things in the right order. We come in from the south, start with the extension statue -- it will come solo and not link anything. Then pull counter-clockwise east to west around the edge of the house. Puller kites things missed by sleepers out towards MH and then back again. Nothing will link deeper in, but the first pull will spawn things on the island.Originally Posted by TacoTaru
This is why the most important thing you do for clearing death-house in Windy is to make everyone move back off the island. If they're on the island, the spawns will agro them and wipe out half your raid as they all wonder what's killing them. Leading Dynamis has a great deal in common with teaching kindergarten or herding cats. Until the raid really knows what to do AND actually does it on it's own, you're half drill-sergeant and half babysitter.
I also always clear the waters zone spot, too. If time is short, it's a nice place for people to fight sac-pulls on SMN and BLM NMs. And, no matter how often you tell them there is agro at the waters zone-out and to stay away from the far edge, someone always runs over and spawns it. ><
Easier idea we just started using:Originally Posted by Okuza
Pull the death house over a HUGE distance. Have your main alliance camp by the AH, have BLM's at the octagon waiting for statues. The long distance will allow all the yagudo to get WAY ahead of the statues. You can just fight them normally and let the BLM do whatever back at the octagon with the statues.
Why not just fight from the north? Going clockwise around the loop seems silly and harder than it should be. XD
Because the object is to separate the statues from the Vanguard, which happens with the distance the pull is stretched over. The difficulty with Koru-Moru's manor is not the direction it's approached, but the mix of Vanguard and Icons casting series III and status -ga on your alliances all at once in such a small, enclosed area (either in front of the Manor, on the ramp leading north, or on the platform south.Originally Posted by Wizerd
We move counterclockwise for the first portion of the run. The time lost moving alliances from Yoran-Oran's manor to the area north of the Auction House to begin the sweep up to Heaven's Tower is marginal compared to the time we would end up using fighting right at the manor itself.
Stat/Yag separation has never been a problem for us. We just make sure everyone is standing up and pull the statues through the raid. Yags get stopped by sleeps. That gives the BLM more room to slay them, too. They can run all the way to MH if they need to.Originally Posted by Izzy
Our biggest issue in that spot is that the raid likes to inch up, which means it will agro the island pops on the 2nd pull. And, sometimes people like to AFK on that island for some reason. AFK on that island is really bad. It can completely mess up the pull from the tree and also screw with other pulls across the island. We'll usually just d2 anyone that AFK's there.
One thing we'll sometimes do if we're low on sleepers is pull the SMN house all the way to MH with the raid at the death house for fighting. About half get stopped and slain by the raid. The other half the THF brings back for round 2: hit flee at MH and dash through and back up to raid. If we're really low on count (like 18 or less), we'll sac pull into waters zone for killing SMN & BLM NMs.
From the south, that makes sense. However, from the north, the pulls are much less hectic, because they don't link nearly as much. People talk about separating it into two pulls from the south, but it takes me at least 4-5 pulls from the north to get them all, all separate pulls before it's clear. No one tries it though, so they don't know that.Originally Posted by Teorem
We've pulled Koru-Moru's manor plenty of times from the north before, and this simply works better for us.
Pulling from the north, you risk aggroing the time extension, the link from the entire front of the manor, plus the two idols on either side of the path leading up to Yoran-Oran's manor.
It's certainly possible to stretch the pull in either direction, but the two main reasons why we pull from the south are to 1) link less having cleared the time extension first (pulling the time extension first when approaching from the north almost always links the manor due to one Vanguard wandering close even with the puller against the eastern edge, and 2) the position of the melee alliances fighting the Vanguard when doing this is basically right at the boss camp.
The statues themselves are concentrated in two sets on both pulls, making it very easy for the BLMs waiting on the bridge to dispose of them.
Not sure how you manage that, but the time extension on the bridge to the south of the death house does not link the house at all when pulling from the north. However, sometimes we've had trouble killing it after the death house due to BLMs getting tired, so we usually pull this bridge on our way by when we start going counterclockwise on the loop. I just run over and pull while they are killing a pull after AH and it's done.Originally Posted by Teorem
I've never had anything link on the death house the way I pull it, and there's no need to wait for any pulls or be careful because it's just so simple this way.
I'm not sure we're referring to the same time extension.Originally Posted by Wizerd
http://starflare.usc.edu/ffxi/linked...t_strategy.jpg
In our experience, the first pull at Koru-Moru's manor links the entire front of the manor (269, 257, 262), which spawns 274 and 276 right at the base of the path leading up to Yoran-Oran's manor. The pull will also link the statue moving N-S on the ramp (267), which then links the time extension I'm referring to (277) and the two statues it spawns (282, 284).
Similarly, trying to pull the time extension first (277) can work, however, one of the Vanguard spawned from the Icons it spawns (either Vanguard Priest) will almost always wander west and aggro the front of the manor, linking everything there in the process in the same way.
I'm not at all referring to the time extension on the bridge itself south of Koru-Moru's manor (347).
I see what you're talking about I think.
I usually just wing it when I pull the house, and to be honest I didn't know there was a time extension there, I don't watch for that kinda thing since we've always got plenty of time.
If I remember correctly, I pull one of the ones directly in front of the house first, not 269, and it links maybe 2 statues; the pull is never more than about 6 mobs and 3 statues, which is very easily managed. Then I think I pull 277, which when pulled, I would stop partway and let the mobs catch up so there aren't any weird pathing issues, just like in Dynamis - Beaucedine left of the ramp up to the goblins, where you would pull the two statues behind the MNK NM statue to avoid more than 2 mobs at a time.
The rest is pretty simple and I can't remember more than 1 or 2 mobs spawning per statue. The group is always camped up by the BLM house (the next manor north) so any statues are behind, often allowing me to run back down after mobs are slept and kite the Manifest Icons.
The only issue I can see on this house is the number of statues that are actually Manifests. It links less than one would think.