What is the best way to get a rune 108? I've been spamming this copied maze:
Voucher 01
94
03
17
108
14
In about 20 runs i've gotten a total of 5 runes, none of which have been 108. I'm in the early stages of trying to get the rune I realize but i just want to make sure I'm not doing anything wrong.
(Also I just go in with myself and 1 other person, they stay a low level job while i'm a 75 and i just blow through the maze no exp and pop final chest.)
I've noticed a few shouts for Astral Flow mazes. What would be the rune/voucher setup for this?
Any maze with 094 (v05 is the only voucher that can't take this rune). You may as well do it on a maze that will give you something else worthwhile. Fishing or NM mazes are good candidates, since everyone puts 094 on those. You can do it in combination with marble farming on v06 (002, 009, 010, 011, 016, 094, 103, 113 = 50 marbles).
I got mine on v06 and v07.
http://www.ffxiah.com/forum/?topic_i...&page=1#586933
That's the only mention I've seen for MMM astral burns. The description is not all that clear, and the fact that your exp can get capped from hoardboxes, i.e. you can't level up more than once from exp from the hoardbox (although it's possible to level up more than once in the maze itself.), means that the exp you earn is still restricted compared to what you get in a normal Astral burn party. I'm also guessing it would be best to choose families that aggro via sound to speed things up slightly.
I'm more surprised by the fact that one SMN is enough. Wonder up to what level that would be viable. Also, what is this supposed to mean?:
Basically, RIGHT before your SMN Astral Flows, your leader syncs down to the lowest job in your party, and the EXP you receive per mob is equivalent to the EXP you'd receive from an EP monster at that level.
Ya, the one summoner thing surprised me too, but if this was intended for low levels then it also wouldn't make sense to have IT mobs either, since you'd be wasting exp every time you went. The higher the level goes, I'm skeptical that just one smn could one shot everything, but someone would need to go and test this limit. I could however see someone augmenting the dmg from one smn using -ga nukes from blms to finish any slivers. We basically need some testers here with smn to go find out what the limits are if they're willing. There is another factor though to check out here which is mob hp. From Cymmina's manaburn merit maze description, we know that some mobs have lower hp than others in the same category, (e.g. pugils have higher hp than crabs from the tiny warrior + aquan group), and that could be another deciding factor for success here - choosing the right family.
The other bit you quoted is to do with the fact that a portion of the exp goes into the hoardbox, and you get exp that looks equivalent to fighting an Easy prey mob added directly to your exp bar (although you're getting the same as a standard mob in reality).
Or are you referring to the "RIGHT before" part? I'm guessing that's just to avoid unnecessary deaths.
I meant the EP Exp thing. I also thought he/she was referring to the exp cut that goes to the box, but I thought maybe they didn't use Might or Supreme Might and that's why the exp was "low". That might also explain why one SMN was enough.
I play FFXI pretty rarely, and I'm new to the MMM thing cept a few exp parties. I was looking for a list of runes I could do solo for exp or drops. Highest job I have is only 64WAR.
Sorry if this needs to be in the random question thread ><
You are honestly better off saving your maze ticket for the day to go with an EXP party. Solo is going to see few drops on the traditional Voucher 01 (I rarely saw any doing runs with a level 1 mule). Plus, you'll be lucky to complete the maze in 30 minutes (you'll have to leave off 102, and possibly even use 019 and 020). At that point, you're better off doing FoVs or Campaign.
You *could* solo Vouchers 05, 06, or 08, but none of them are particularly good for money (05 and 06 also require practice).
Thank you for the info, but on most days I can't play long enough to do a full run with an EXP party, so I want to use my ticket everyday instead of it going to waste.
We tried this last night. Synced to a 20 SMN. Voucher 01, 001, 014, 017, 018, 102, 108. Sit pulling works, but only to some extent. No matter how often you sit or how hard you try, some mobs in the maze simply will not agro. When I pulled, I probably had 8 or so that would not go, so you have to pull them manually with the rest or outright kill them.
Thanks for trying this. Some questions though for clarity.
1) When you said that you had 8 or so that would not aggro, I take it that it mob type didn't matter (although all aquans should aggro to sound in there).
2) Which aquans did you get? All 3 (Crabs, Pugils, Sea monks)?
3) What other techniques did you try besides sit pulling? Did you try line of sight too, or could it have been a terrain glitch?
4) Is it possible to pull using some non-damaging ability/spell and then make them go unclaimed by targetting one last mob that's either killed or used as cfh target? (as long as mob is unclaimed and undamaged it should still give exp, regardless if an action was taken on it, correct?)
5) Was one Blood pact from 1 smn enough to take out all of the mobs or were 2-3 Bloodpacts required during Astral flow from 1 smn?
6) How much exp was earned? Did everyone lose some of the exp earned from the hoardbox due to only being able to level once (or was there not enough exp earned to do this)?
Sorry for all the stupid questions.
Our first run was Pugil, Crab, Pugil. I started in the back and worked my way to the beginning. I wondered if it was a terrain problem, too. I sat on top of them, in front of them, 5' away, over 5' away. Sat there while they moved both away and towards me. Did this for about 10-15 minutes before I moved on and just pulled whatever would come after 1 sit. Crabs in the middle room seemed to go a lot easier than the pugils in the 102 room (or maybe it just seemed that way because I spent so long on the pugils).
The 20 SMN had all but a couple guys dead after 2 BP, anything alive only had a little bit of health left. Used Ramuh since it was Firesday. We did have a COR. They said they got a little over 5k from the box. I don't think anyone was paying attention to the whole capped exp from the box.
Our second run, we synced to 31 and I was on SMN. Our puller missed the entire last room (was Sea Monks), so only Crabs and Pugils. Used Shiva, had a COR. Nothing died after the 2nd BP, and only 2 targets were left alive after the 3rd. Got a chain 12 and chain 2, roughly 3k in the box.
For a group of people who want to level SMN together, I don't see this as being worthwhile. Better off doing a traditional AB. For a group of people who want to level jobs that have a hard time getting invites and will trade off who SMN/pulls/leeches, maybe it's worth doing? It's less exps per hour than AB, but you get 4 leeches.
I can get 11~12k exp (cor roll, 108 rune, no exp ring) in 15~20 min with Astral Burn in MMM. 1 puller, 1 smn, 1 lvl sync and 1 leech if needed... It's not so hard to pull everything with /sit. 2 AF are enough to kill everything if the sync is lvl 10~20. (1 AF takes about 60~70% of their life...)
An good and classic AF burn is certainly better but I don't have to gather people for MMM, I just use my 2~3 mules for this.
2 questions about Astral Burning MMM.
1. How high of a sync can you use and have this effectively work still?
2. What level mobs are you having spawn in the maze? (EP-IT)
~Thanks
It's just a standard XP maze with aquan instead of bird, so whatever level might plus supreme might gets you. It can work up to the low 30s or so. It is not really an effective use of time for xping smn, mostly it is only done by people with multiple accounts to level their jobs using a smn mule. They just keep de-levelling the smn mule to keep it at 10-12 so it can be the sync, kill the mobs, and get their real character XP.
Can you explain your technique further then?
Which runes are you using, etc (besides 108)?
In particular how are you getting past the exp cap imposed by the hoardbox? It will only allow you to level at most once, and at level 10-20, you're gaining at least 2 levels with 11~12k exp.
I also have the same questions as Dakana since you appear to be experienced at this.