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Thread: Einherjar woes     submit to reddit submit to twitter

  1. #41
    E. Body
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    Quote Originally Posted by Grieverao View Post
    What I'm trying to say is that with Dvegr's messed up hate it can prove to be very difficult to keep everything under control with 12~ demons to kill too. A suggestion would be to start rotating BRDs on the demon pull instead of when starting on Dvegr.

    I don't think I'm explaining it right ><
    This...

    Quote Originally Posted by Grieverao View Post
    Dvegr is a bitch imo, I think our next time we will attempt to SV rotate to start on Demons, instead of trying to burn them down and THEN SV rotate for Dvegr.
    ...sounds like you're thinking you needed to do direct damage to the Dvergr. I might be misreading it though. You need to kill the Demons, they're linked to the Dvergr's HP.

    edit: I do see what you mean now though. I didn't notice you meant to SV the last ~30%ish of his HP, lol. I wasn't as clear either, I should have stated it that killing the demons off will have a greater effect since they're linked to more HP than what the Dvergrs left with. Basically, the Demons have a large effect on his HP and he leaves you with just the final bits, so it'd be worth it to SV the demons.

    Yea, we've got Dvergr 2/4 Tier IIIs and it sucks ass. One time it was Triple bats > Clusters & Taurus > Dvergr...so much pain...

  2. #42
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    i like the dvergr, all the other bosses are boring =/

  3. #43
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    Quote Originally Posted by Grieverao View Post
    LOL at Starr vs Heartslaught

    "my LS is better than your LS" gtfo kids.
    LOLU HAHA KIDS Do you ever say anything worthwhile?

  4. #44
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    Come on Starr vs Heartslaught is just plain fun!
    As for wheelchair guy (as i call him) easy to just zerg through all the demons and have main tank hold him hates sloppy but not significantly problematic, kill all demons as fast as you can and after they all dead hes at like 15% or something like that, im usually in blm pt for t3 so harder for me to know, but the key is in killing the demons fast, personally hed be my fav boss, but i like KB more lol

  5. #45
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    Quote Originally Posted by Starr View Post
    LOLU HAHA KIDS Do you ever say anything worthwhile?
    Could say the same for you buddy, then again, you never shut the fuck up, and still remain to be one of the most annoying 'tards to troll forum after forum.

  6. #46
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    Pot kettle black etc, I don't care about your opinion on me "Vs" Heartslaught cus a. it's none of your business, b. you have never cleared a t3 and c. you are a moron.

  7. #47
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    Quote Originally Posted by Starr View Post
    Pot kettle black etc, I don't care about your opinion on me "Vs" Heartslaught cus a. it's none of your business, b. you have never cleared a t3 and c. you are a moron.
    What you don't know could fill a library mate.

  8. #48
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    2 outta 3 ain't bad?

  9. #49
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    You guys should just drop trou, compare sizes, and call it a day.

  10. #50
    CoP Dynamis
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    20-25 people should be able to go all the way to Odin. It will take work and it will take effort but it can be done. I know cause we've been to Odin twice and we just finished our 3rd 9/9 feathers. Our group maxes out at 25 but more commonly 22-23 people and we win Tier II's and III's.

    Is it easy? Not exactly. Is it impossible? No.

    Everyone says 4 DD, "Cure", and Brd. However, I suggest a change for smaller groups. You simply aren't going to keep up kill speed with a sch. Sure its nice to have AOE stoneskin and such but time is your issue, not damage taken. In our experience haste is the difference between winning and losing with a small group like this.

    I suggest your "cure" be rdm and have that player be sure to haste all the melee just like a merit party. I think rdm has more staying power in small player settings like this because of convert and self refresh. With whm, I think you'll have a harder time keeping up with MP used. With such a small number of people the haste really seems to make a long term impact on your time.

    As for DD's we often bring Cor's in the mix. Often times we'll have something like 2 parties of 3 melee each with 1 Cor, and a 3rd party with 4 DD. Thats more because we don't have that many cors. As others say we do constant brd rotations. In addition to that we do Cor rotations. So each melee gets a constant 4 songs from the brd rotations and 6 of the 10 melee end up having 4 cor rolls.

    Unlike other groups, we do Soul voiced/troub songs with party rotations before we engage the waves of mobs. Your milage may vary. We've found that on Tier III's we were so low on time by the time we got to boss that it just made more sense to use it to mow down waves of mobs faster. If we had another 6 people or so, I'd likely switch the order around and use it for boss. This is more of a decision based on our experience then anything. We choose to save time on waves and take what we have left over for boss, others would rather take longer on waves and shorter on boss.

    Tuesdays Tier III Einherjar was: Imps > Eyes > Dogs > Vampyr boss

    We won with 23 people and maybe 30 seconds to spare. So you really don't have much time to waste in here. I'm pretty sure thats 36 mobs and a boss which is a fairly typical Tier III run. Any run with 48, you're pretty much screwed. If you get lucky to get the 6 mob waves like manticores its like a huge bonus for boss time.

    One last point I would say is parse and make the people accountable. Sometimes you don't have a whole lot of flexibility in terms of jobs but sometimes you can find some hidden damage. I parsed run after run and started noticing patterns in terms of which jobs typically were lower than others and more to the point which people in particular were constantly parsing lower than others.

    I then took that data and started to look at how we could change the jobs around to get a bit more damage. For example we typically had 2 players playing Rng. Because they felt it was their strongest and best geared job and I was trusting in them to do what they thought best. The parse said otherwise. The rng were always in the bottom 3-4 players.

    1 Rng had a weaker geared Sam which he was asked to come on and the other was moved to Rdm while another mage was moved up with War to take his place. The war ended up second place on the parse doing about 15k more than the rng and the Sam ended up doing about 5k more damage then he typically did. I would say we picked up about 20k damage which is incorrect to say exactly but what it means is we did 20k damage faster than we would have previously (cause it would have been spread out to other players).

    So with smaller groups you have to maximize what you got and not let things slide. After some practice your group will get the wins and you will manage to move on to Odins etc.

    I have to add that I really wish they gave just 5 more minutes in Einherjar. Its great that we can win with a "small" group of 23ish people but even then I can point to 5-6 runs in the past couple months that we have had the boss at less than 10% when timing out. Exciting and fun but disappointing too. Heck give us 32 minutes to cover the time it takes to hand out glasses. That would probably be enough to turn those 3% time outs to wins. Anyhow... I'll just stop babbling now.

  11. #51
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    Actually just adding a Pole inside the Chamber for the Leader to hit to "Start" Einherjar Clock and make mobs pop after you get all your ppl inside would be nice.

    Like you get 10 mins to get everyone in (just have the lamp have 10 mins on it) once all people are in, Leader hits the Pole, and the real timer starts 30 mins, and mobs pop. They do it at the end with the chest, so the logic is already there, it wouldnt be that hard to put it at the start also.

  12. #52
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    Quote Originally Posted by HadesChubbs View Post
    You guys should just drop trou, compare sizes, and call it a day.
    Agreed, and post pics.

    Wait, scratch that. There are some things I definitely don't want to see.

  13. #53
    CoP Dynamis
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    Quote Originally Posted by Darkmoon View Post
    Actually just adding a Pole inside the Chamber for the Leader to hit to "Start" Einherjar Clock and make mobs pop after you get all your ppl inside would be nice.

    Like you get 10 mins to get everyone in (just have the lamp have 10 mins on it) once all people are in, Leader hits the Pole, and the real timer starts 30 mins, and mobs pop. They do it at the end with the chest, so the logic is already there, it wouldnt be that hard to put it at the start also.

    Thats a great idea!

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