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Thread: MMM findings     submit to reddit submit to twitter

  1. #2321
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    It has already been explained. There's no special secret trick here, it is just a normal XP maze, with aquan instead of bird so you have mobs that all have the same elemental resistances. Aquan, tiny warrior, might, supreme might, conditioning contract, trial by numbers. You sit near mobs and they will usually agro. Some mobs are simply broken and won't agro so you have to kill them. You can't bypass the single level limit on horde box XP, that only makes the sync get their XP gimped, not the level 30+ job you are PLing. You want the sync to get low XP so it is easier to keep it de-levelled.

    People seem to be getting all excited because they heard "astral flow". This is nothing like an astral burn, it is just a very limited way to PL your crap jobs if you have 3 accounts and don't mind only getting ~10k times the number of summoners you can get to come. And the ~10k is only if you are limiting yourself to 1 leech, 1 cor, 1 smn. You can add 2 more leeches, but the xp per leech drops of course.

    Simply put, this is not some secret method for great XP. It is just a different way to get normal maze XP/hour using a level 10 smn sync mule, a level 75 pulling mule, and your ~30+ job to get ~10k XP once a day. Add an extra 10k for each summoner you find to do another run with you. Or you can do it with a group of 4 friends, rotating who has to be smn to get 5 runs a day at 7-8k each. You only get like 20-25k/hour times 4 people though, which isn't really an improvement over just doing bird mazes and getting almost as much xp/hour for 6 people.

  2. #2322
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    I understood what your group did Merciless, but I was just curious if Tachi did something different.

    The way the OP posted it, made it seem more like a traditional flow where even the sync got the full amout of exp. Tachi's description also says more dmg was done than your group were able to do (2 BP's killing them all vs your groups 3 BP's - Although I have no idea how consistent Astral flows should be to be honest.) The last thing was that it would be nice to know also if there's something different she/he does to pull the mobs so she/he gets them all. I was simply curious, and it's nice to have descriptions from two independent groups too for confirmation.

    However having said all that, I'm at the same conclusion as you.

  3. #2323
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    How many BPs it takes just depends on the level you are syncing to. Below level 20 or so 2 will do it for crabs and pugils, but sea monks will barely survive 2 BPs even at level 10. Up to the low 30s 3 will do it, and if you tried to go higher than that you'd have to use thundersparks after astral flow wears off to finish them.

    I'm not saying other people can't respond too, I'm just trying to clear up the confusion that happens every time anyone mentions "astral flow", and suddenly everyone expects huge XP.

    There's a few different JPs on leviathan that have had their mules setup for doing mazes like this for a long time. They do things the same too, including having the "some mobs won't agro" issue. Kind of hard to get an explanation from them, but watching them it seems like a normal occurrence. If it doesn't agro after a couple tries they just grab it for a CFH target.

  4. #2324
    Sea Torques
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    You can pull every mobs in MMM with /sit. When you have more than 4~5 mobs close to you, you can not aggro more with /sit. You need to distance yourself from your train (just a little, no need to have W legs) and quickly /sit the next mob. Kinda strange but it works.
    Despite what is saying, I still find 11k~12k (or maybe even 15k with exp ring) / 15~20 min a good way to exp/merits with 2~3 players (or mules). Faster, no need to activate more than one Astral Flow, no stress to see an idiot Diaga your train... but yea, if you want a real Astral Burn and more exp, Korrokola wins hands down.

  5. #2325
    Sea Torques
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    Quote Originally Posted by Tachi View Post
    You can pull every mobs in MMM with /sit. When you have more than 4~5 mobs close to you, you can not aggro more with /sit. You need to distance yourself from your train (just a little, no need to have W legs) and quickly /sit the next mob. Kinda strange but it works.
    That's not true at all. I had the very first one fail to agro. Even with half the maze directly on top of me, I can agro things just fine with /sit.

  6. #2326
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    Well, mobs always ignore my puller if there are 10~15 others hitting him. Since I try to distance myself from the train by a little, I never have missed a single aggro over 30 runs with /sit.

  7. #2327
    Hydra
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    Quote Originally Posted by Tachi View Post
    Well, mobs always ignore my puller if there are 10~15 others hitting him. Since I try to distance myself from the train by a little, I never have missed a single aggro over 30 runs with /sit.
    This has been my experience as well. I just tried pulling for some SMN buddies last night, and found that if too many mobs are hitting me when I /sit to try to aggro a mob, that mob would sometimes (more often than not, tbh) fail to aggro me. The solution that worked for me was to run and create some distance between myself and the train like Tachi suggested, and when the train was some distance away, the mob would aggro me when I /sit.

    Another tip is to try to have a DD job among the leeches in your group. After the 2nd Astral Flow BP (should be at chain ~6-10 at this point), get the DD to snipe low HP% mobs to continue the chain until the SMN can get his 3rd Astral Flow BP off. Nukers like BLM/SCH/RDM/BLU/SMN make this easy, but I'm pretty sure any DD job can do this. It's a small boost to the exp you get at the end.

  8. #2328
    RIDE ARMOR
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    Yea..... MMM is so hard and time consuming that all must AFB it......

    Key to killing bubbly bernie: AFB it
    Key to getting 100 smithing: AFB it
    Key to not knowing how to play a job at all: AFB it

    /lame_as_hell

  9. #2329
    Viq
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    Quote Originally Posted by fosgate View Post
    boo-hoo
    shut up

  10. #2330
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    Just purchased Voucher 09. Runes 001-011 (all family except elemental), stat runes, 070's (protection/steady mind/force of will), 094, 101, 103, 104, 106 all fit on it. Runes 012-020, element runes, job runes, magic runes, and synthesis runes are a no.

  11. #2331
    Limecat
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    So, I just tried Voucher09....I fought a Diremite with 4 other people. We had the option to buy drinks and such from a chest for Marbles. I spent CC points on the goblin to give my PT Manaboost, HPBoost, Hi-elixir, regen and refresh. Cost me like 4 CC points.

    I picked a Diremite. It was 1 of 3 mobs. The other two were Amourphs(sp?) Fight started out good. It had no HP bar and about 4 mins in it used Mighty Strikes and started doing 900 dmg a hit to melees and 1600 dmg tp moves. We died fucking fast.

  12. #2332
    Sea Torques
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    Small sample of Voucher 09 rune descriptions that are different than expected (all family runes will give clients an advantage, etc):

    001 - Aquan - Clients will gain an advantage when battling Aquan-type foes
    029 - Strength - Clients will receive a substantial boost in STR
    075 - Force of Will - Client's magical attacks will be rendered more potent
    094 - Lost and Found - Treasure chests in the maze will undergo a curious change...

  13. #2333
    Viq
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    So... runes make it easier this time?

  14. #2334
    the whitest knight u' know
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    I'm assuming it's because the mob is strong enough to the point where you're not exactly expected to even kill it, as you get rewards based on how much dmg you do.

    You probably need an assload of perfect runes to take one down.

  15. #2335
    Absolute Messenger of Promathia
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    You lose exp inside this maze?

    Seems kinda sucky if you do since this is suppose to be a fun event lol.

  16. #2336
    Melee Summoner
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    Sorry I couldn't go through all the 78 pages, but can anyone suggest a good maze for 76+ sync and that's not AF burn.

  17. #2337
    Can you spare some gil?
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    Quote Originally Posted by fosgate View Post
    Yea..... MMM is so hard and time consuming that all must AFB it......

    Key to killing bubbly bernie: AFB it
    Key to getting 100 smithing: AFB it
    Key to not knowing how to play a job at all: AFB it

    /lame_as_hell
    I always laugh at butt hurt people like you the game is so hard to play now a days, I mean how could I ever figure out what a 6hit is on my DRK without leveling it from 1-80?

  18. #2338
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    Quote Originally Posted by Vite View Post
    Sorry I couldn't go through all the 78 pages, but can anyone suggest a good maze for 76+ sync and that's not AF burn.
    Manaburn: Follow Cymmina's groups maze.
    M02 Voucher02 : 001 (Aquan), 014 (Tiny Warrior - resonating), 017 (Supreme Might), 018 (Might), 102 (Trail by Numbers), 108 (Conditioning Contract).

    TP burn: Standard Merit Maze.
    M02 Voucher02 : 003 (Bird), 014 (Tiny Warrior - resonating), 017 (Supreme Might), 018 (Might), 102 (Trail by Numbers), 108 (Conditioning Contract).

  19. #2339
    Sea Torques
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    Adding additional info about V9, if the NM has nobody on its hate list (full wipe or other methods...), it will depop and the damage results will be tallied. Also, you get a ra/ex MMM membership card which tracks the damage done I think.

    The first amorph listed is a yellow flan, no visible hp bar, took only ~400 from a triple ice maneuver Thunder 4 from my puppet

  20. #2340
    CoP Dynamis
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    Can anyone suggest an XP maze for a solo 75PUP? Can you spawn EP/DC Mobs?

    Can you spawn Apkallu's by any chance?

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