If you can create your own ideal salvage team, how many people would it be? and what jobs?
If you can create your own ideal salvage team, how many people would it be? and what jobs?
Ideal size for a Salvage team is 6-8. Ideal jobs will vary by objective.Originally Posted by SamanosukeShiva
For Boss chariots, two MNK/NIN's for tanking, 1-2 BRD's to buff them, plus one RDM and WHM makes for a killer tank party. Besides those 6, add ideally a couple ranged DD to speed up the kill.
For the ever-popular QQA's and QQTH's in Arrapago, we take two BLM's to open with timed AM II's. It speeds the killing of QQTH's immensely and makes it pretty hard to screw up killing the QQA's.
For Bhaflau Ramparts, take MP-efficient DD's (meaning, avoid BLM, SMN, and possibly BLU). Particularly for the 3F Rampart where the normal mobs are colibri.
You get the idea.
well, currently my set-up have 8 people with:
-MNK or PLD
-MNK
-WHM
-BRD
-RDM
-THF or RNG
-BLM
-BLM
Just wondering if I should add more people or is this enough to cover most if not all salvage activities?
sounds pretty much ideal assuming mnks can tank good enough not to sponge mp. if that isnt the case then grab anothe rdm![]()
To the best of my knowledge, that team can beat ANYTHING Salvage has to offer.Originally Posted by SamanosukeShiva
I currently go with
MNK
MNK
MNK
THF
BRD
BRD
WHM
RDM
DRK
BLM
Don't really need that many though, but it means we always have enough people to do whatever we want, even during holidays when people visit their families and can't log on. On Sundays, we're usually something like
MNK
MNK
BRD
WHM
RDM
DRK
THF
which is absolutely perfect imo. Lets us hit all NM's we want, and whichever boss we want.
Mnk/nin
Mnk/nin
Thf/nin
rdm/whm
rdm/whm
brd/whm
With 7, add another bard
with 8 add a blackmage
clears out anything, everything and does it fast![]()
Imo, its really based on your players skills. You can have the best setup in the world, but if people suck at thier jobs then it doesnt matter.
We have been running a team of 11 currently, its a little bigger then most teams, but its hard to say no to friends, and having options when others cant make a run is nice. Most all our people have 3-5 jobs to choose from, with a couple having 10-12. Couple of TH4s, couple of BRDs, BLMs, RDMs, WHMs, basically letting us rotate jobs a lot to help make some runs more enjoyable.
Unlike most the setups here we generaly run 3 or 4 Great Axe Wars, those are our main DD, and Tanks. We have tanked/killed everything Salvge has to offer with them. We also run 2 WHMs a lot, some of this is due to the extra DDs and group size. For the most part just like most strats call for, its 2 Tanks on a chariot, and some times 3 on easy ones like BC, LAC, or nerfed LBC. We do get to cheat and use a Gjallarhorn, and have 2 other BRD with Storm fife.
So Ideal imo is not only getting the needed jobs, but also fitting your group to your players. If your group tanks better with MNKs great use MNKs, if it tanks better with WARs, use WARs, If you have to change out a person to be a BLM, and they cant stun for crap, or over nuke constantly, then they really arent useful as a BLM. Ideal is flexable, smart ppl that can adapt to the zones/bosses/changes needed in Salvage.
Also Ideal.... is ppl that can FREAKING PASS CELLS FAST...... that is all >_>
mnk mnk thf whm rdm brd
That would be with a handful of friends. Yes, cheesy, but that's the best... you are gonna be repeating the same areas over and over and over until you can do them with your eyes closed, because SE has decided drop rates must be absurdly low so that you can feel special when you get a piece.Originally Posted by SamanosukeShiva
Apart from that, my personal fetish number is 8 people. Anything between 6 to 8 works at full throtle, 8 is the best number to start with and work towards making 6 work well. More than 8 people in the same are does not usualy scale well, meaning you'll either have to spend extra time to gear the extra people or leave them be with whatever scraps they can get, which ends up not adding much but more hands to press the lot button on pieces that drop.
If you are running a big group, i think the best is getting around 14 people so you can always split. If you can trust a couple people to come always, stick with 6-8.
As for setup, anything goes. The usual schema we use is the typical:
Tank&DD
Tank&DD
THF (dare not to leave it home >> )
WHM
RDM
BRD
Double RDM instead of WHM works ok too. I personaly like WHM first so that we can do some things without worrying about rdm SJ, but that's up to you.
The rest two slots fill them accordingly to your current needs. Doing Bhaf and need to make sure gears die to nerf LBC? Bring two BLMs. Doing some boss and you'd like to give your tank party a boost? Bring a COR. Etc, etc, etc. That basic 6+2 will get you everywhere. Start slow, work on your strategy and push it further every time.
Salvage, like pretty much most of the game, is about planning correctly... that includes planning what to do if you have bad luck with cell drops. Hope for the best, prepare for the worst. =)
We have started testing solo-MNK tanking bosses, and its going pretty well for us. Knowing that you are going to have two weapons to start has let us test out MNK, SAM, WAR as our melee and its been pretty effective.Originally Posted by aurik
MNK is still great, but in general with two weapon cells to start we have started relying more and more on Jailer weapons on the first two floors. Even a RDM with a Joy helps to clear things out quick.
Our potential THF's are also our BRD and RDM.They hate it as much as I hate telling them that they can't come as THF.
Originally Posted by aurik
MNK SAM THF RDM WHM BRD; ideal only if WHM is Beibei.
BRING BACK BEI BRING BACK BEI BRING BACK BEI BRING BACK BEI BRING BACK BEI BRING BACK BEI BRING BACK BEI BRING BACK BEI BRING BACK BEI BRING BACK BEI BRING BACK BEI BRING BACK BEI BRING BACK BEI BRING BACK BEI BRING BACK BEI BRING BACK BEI BRING BACK BEI BRING BACK BEI
Agreed as well, although I don't have any of those jobs. But MNK MNK RDM BRD can do anything in salvage except actually enter, get reliable cell drops in arrapago and 2F zhayolm, and soak up enough damage from Discoid to make the fight not completely painful (859 per person w/ shell 4). From there you add a THF for cells in those 2 zones and placebo for 35s, and then you add the 6th person whose job really doesn't matter so much but WHM is probably best and COR ranks up there too. This is assuming you have 5 people with Maat's Caps but can only pick one job to be their salvage job for all eternity, since many other setups work perfectly fine, and on the other hand different zones/objectives have different ideal setups, but that one is probably the best overall if you had to pick.Originally Posted by Neosutra
MNK
MNK
THF
WHM
BRD
RDM
BLM
BLM
DRK (me, to lot shit that I want, because I have no jobs that fit in the "ideal setup")
We often also go with mnk mnk mnk thf whm brd. This setup is exceptionally potent, and can do everything in salvage, but faster. Especially now with repose.
It does rely on a very excellent whm, and bosses are slightly more difficult because of no rdm debuffs. Having a whm with cure5/shell5 and a good 2h ability makes up for the mp-durability of rdm.
MNK MNK THF RDM WHM BRD
With the ability to change the jobs as such to where you could also have MNK MNK BLM RDM WHM BRD or MNK MNK BLM THF RDM BRD.
The default being the first one, the others being for specific types of runs.
I still think BLM is a waste of cells.
There are certain runs and zones where you can get fucked on cells for melee where a BLM makes things go a bit smoother but in general they are not necessary.
MNK MNK DRK COR WHM BRD THF
DRK has to be able to enfeeble (ie: sleep gears since they are resistant to light based sleeps) and COR has to bring Light Cards for the same reason. When heavier sleeping is needed (6F Arrapago for example, pulling fast), switch COR or WHM to RDM.