I figured it was best to just start out farming a bunch of marbles. So what we do is this:
1. Take in a level 1 mule and slaughter the mobs with your level 75(s).
2. Use the Maze Tabula (1) and Voucher (1) they give you for free.
3. Buy runes 100-104, which are 100 marbles each, and install them as you go.
4. If Supreme Might drops, install that too.
The marble increases really go down from there, and I'm not even sure how much more you could fit in that maze. We just started about a week ago, and I think in another week or so, we'll have enough runes (and the other tabula + voucher) to start putting together mazes than in theory could drop loot.
It's not the most exciting process in the world, but it's not really difficult or time-consuming either, and mercifully it seems like you don't ever "lose progress" (like losing triggers or chips when you pop something), so it's a pretty mild grind. At least, the grind before you get to the real grind (farming bosses).
I'd be happy to.
Idealy you want to find a marble farming group to run with on a daily basis. Odds are there are a few that would be happy to have you, as your tabula will give them marbles also. Persoanlly I am always happy to grab new folks for my groups, as we often get duplicate runes that go to waste as we all have them, and it's nice to see them drop to a player who could use them. So finding a group is step one. A few shouts around the time that you are free to do runs should get you into one. If they seem like fair folks, and their mazes are putting out 38-46 marbles a run you'll know you have a skilled group.
Now once you are doing runs and building up marbles your first job is to get the set of farming runes: 17, 18, 100, 101, 102, 103, and 104
The 100's are the Trial rune series. They cost 100 marbles each and are class 3 and 4. They should be bought and placed on your tabula as you can get them. I find that best order to get these is 101, 100, 102, 103, 104
17 is Supreme Might it can only be gotten via drop. With some luck you should see it on a farming run. Most groups have a member or two that cycle Jeuno mules through and this rune tends to drop a lot. So odds are you'll get it.
18 is Might. It adds 1 marble and is just icing on a farming maze bringing the total to 46 marbles, or 40 with Lost & found on the board.
Now that you have your optimal farming tabula built (and it will take a few days based on how big your group is) you want to concentrate upon getting the runes to work toward the maze designs you want.
You'll need to buy the Vouchers, and extra tabulas. Then focus on the runes. 4-7 from the family groups, 13-20 from the behavior/size/strength runes to help choose your NM's are the main ones you'll want to buy first.
You'll want to get Lost & Found (#094, 500 marbles class 5) at some point in here. It's unclear if you need it for weapons to drop, but you will want some of the Job Class runes for your maze (WHM, WAR, etc) and they only drop with it on. You'll hopefully have seen some of the Magic types (Black Magic, Dark Magic etc) drop from your non-Lost & Found runs as you will want them also.
After all this, you will want to work on the Stat mod runes (STR, CHR etc) , and ones that alter def, acc etc.
Of course if it's crafting mazes you are interested in, you will want to get the HELM runes, and synth runes, and do runes with L&F on to get the craft types to drop.
It's a long haul to get to where you can build mazes that are flexable and can produce the results you want.
I've been at it since MMM started, and I've reached the point where I only need 12 runes for my full set. 8 to buy (about 3400 marbles left to get for them) and 4 to drop (Woodworker, Alchemist, Superior Synthesis, and Conditioning Contract) It's fun to get 'em all
Hope this helps.
Thanks to you both, that's exactly what i needed to read to get me started.
It's really not that bad compared to lvling your 7th+ job, dynamis that they should rename pupnamis or doing your goddamned 70th salvage run of the same zone with 0 drops again...
/rantoff
Question to the guy that said SE did an interview where they mentionned L&F is only affecting the runes drop: Orly?
If it doesn't increase the weapon drop, AT ALL, I'd rather take the huge spot that rune takes and put in more runes to make a harder boss that *should* make the drop rate go up. Would it be worth it?
Drop rates are stupidly random anyways, might as well.
http://www.jpbutton.com/?p=1928
I haven't done many tests without L and F because I've been too busy to meet with my maze static, but based on the interview it appears L and F just unlocks extra runes.
Our group has finally got a couple of drops from liquidation team,
first a couple of weeks ago:
http://tinyurl.com/cvkm34
Setup was: Tabula 03, Lizard, Great warrior(on earth square), Supreme might, Might, Divine magic, Force of will, Lost and found.
And the other day:
http://tinyurl.com/c8v27x
Setup was: Tabula 02, Beast, Great warrior, Might, Warrior, Divine magic(on light square), Lost and found.
Was suprised by this one because it is missing supreme might.
SM only improve drop rate for now
you can get drops even w/o M and SM
That's what I was thinking before that dropped, but some people in my group didn't agree, nice to have some proof now (+ a new dagger).
Edit: I typed a super long post and it got erased when I posted it ftw...
Anyway resume is:
L&F might still affect drop rate, if I read the interview correctly it doesn't say anywhere it does not affect the weapons drop rate. It just says it gives all runes the same chance to drop.
No, it doesn't explicitly say L and F doesn't unlock weapons, but if you look at how it they phrase their information, it suggests that L and F only affects Runes
Each voucher is only allowed to drop specific runesFujito: The Rune you obtain from the Treasure Box is random, but actually, the type you get is determined by the Voucher you use.
With Rune 094, all runes can drop regardless of the voucher used.However, if you install Lost and Found (094), all Runes have an equal chance of appearing.
In order to get equips, you need to use Voucher 07.Also, to get the most popular equipment, you have to choose, as most have already guessed, Voucher 07.
Again, none of these suggest that Rune 094 doesn't make equips drop, but it does suggest that Rune 094's purpose is to allow all Runes to drop regardless of the voucher used. Along those lines, I wonder if elemental NMs drop items. It's arguable that they don't, but considering the drop rate on some of these NMs, it wouldn't be surprising if they did drop items.
Yeah, that's usually the problem I get too. Trying to find time, people, and a fixed drop rate is making MMM irritating as hell. The NMs aren't exactly Leaping Lizzie tier either. Tusk can literally 1-shot an e-peen DD.
0/21 on my pop as of today.
0/45 counting the ones I've tanked for others on Midgardsormr. SE needs to fix this BS drop rate in MMM.
Finally finished my set for Taniwha, and I thought I'd give soloing an attempt as RDM/NIN. I left out Might/Supreme Might, but I wasn't able to land Bind or Gravity at all. I assume that this means that the DoT/Kite method is out.
Any tips for soloing these? I was thinking that perhaps BLM/Elemental Magic may make him stop to cast long enough for me to put some distance between us, but I dunno. No w.legs yet, by the way.
OK, so I wanted to try out something today. After seeing today's update picture:
http://wiki.bluegartr.com/images/9/9...02-27-2009.jpg
I decided to try to build a maze that I can duo with both of my characters and my adventuring fellows for XP, fun, and a few marbles. So I whipped up a maze with the following:
004-Beasts
013-Great Warrior (I forgot about manticores. >_< )
020-Peon
099-Replenishment Contract
102-Trial by Numbers
108-Conditioning Contract
The mobs popped as decent challenge, but every mob that I killed gave 13 XP. Maybe I missed it in all of this thread, but his this supposed to happen? Two players killing DC mobs getting 13 XP? Any thoughts?
Well conditioning contract, IIRC, lowers exp per kill from mobs and then adds more to the end hoardbox exp. That does sound really low though. Is that what you mean? How was the end reward?
It wasn't just the mean, every mob that I killed gave 13 XP.
The odd thing is that I just did a run with Peon AND Weakness, I tried birds this time with great warrior. I got perytons, cockatrices, and single bats- the perytons and cockatrices. This time they varied between 12-14 XP. Also, I timed out of both mazes, the mobs seemed to have had a LOT of HP, the EPs that I got on the second run seemed to have had as much HP as the DCs from the first maze.
I think that part of the problem that I had with the mazes tonight had to do with replenishment contract- the extra forcers can slow you down since you have to find a hidden mob in them and will also have chigoes or little spiders or bombs in them. The great warrior may not have helped either, the mobs seemed to have had a lot of HP. (Although there seemd to be a whole lot of bats, more than usual.)