Since the refresh/regen from sigil doesn't apply in MMM, I doubt the XP bonus would. Also, you only get the sigil xp bonus for parties with less than 6 players, so for the set ups most people use it wouldn't apply anyway.
Also, if anyone on Carbuncle wants a specific maze set up with Duplidoc, just give me a tell. I don't have all the runes, but I have about 70, so hopefully have what you want.
This it true. Out of a dozen runs over two nights. I saw Perytons only once or twice. Resonate Tiny Warrior! It seems to help. I tried resonating "Stillness" just for fun once...was NOT fun, got Perytons, Cockatrice, or both every time. And YES, even with Tiny Warrior, it's possible to get both. So resonate Tiny Warrior and let the good times roll.
*As long as you can chain each set individually, you can expect no less than 7000 total even with an average group.
It's possible to chain the entire area. Here is how you do it:
http://i50.photobucket.com/albums/f3...omHollow1a.jpg
CHAINING THE FIRST AND SECOND SETS.
*The Melees need to move up as they kill.
-Don't stand near the entrance and expect the puller to run at increasing distances as they make increasingly farther pulls.
*Bard puller should sleep the mobs where he wants the melees to fight them.
*A chain can be lost for bard songs dropping.
-Pop Troubadour at the last mob you see at H-8 on first map and get melee songs on + Ballad II. There is no time to do this afterwards as there are two very long pulls coming up.
-The melees should be fighting right at the south east corner as they are killing the last mobs on the first floor. They should be right at the entrance of the narrow tunnel leading up to the second level as they kill the last mob of H-8.
-Pull the H-9 Bird to H-8, right at the entrance to the small tunnel leading up to the second Level.
-Get ready for the long pull. The final mob of the first set is at I-8. Melees need to run up and meet the bard halfway.
-A good strategy for melees is to save job abilites for this mob. Angon, Feint, berserk/aggresser, etc. You want to kill this mob as quickly as possible to make up for the time lost running to it, but it can be done.
-The melees should be as far up the tunnel as possible for this kill, to make chaining the first and second sets easier.
-Whm should destroy the chest and get the ??? at this point.
*There is less distance between the last mob of the first set and the first mob of the second set than there is between the last and second to last mobs of the first set. As long as the melees are as far up the tunnel as possible, chaining the first and second sets is doable.
http://i50.photobucket.com/albums/f3...omHollow2a.jpg
CHAINING SECOND AND THIRD SETS.
*Same basic strategy. You're trying to end up killing the last mob of the 2nd set at the entrance to the small tunnel leading to the 3rd and final set of mobs. This entrance is coincidently also at H-8 on the second map.
*Take the east then north paths to H-8, as opposed to the North then east path. The reason for doing this is that the whm can be right next to the Forcer as the melees kill the final mob, and get can get a possible MP temp item.
*Pop Troubadour BEFORE you pull the final mob of the second set.
*Melees need to haul ass between second and third sets. This pull is VERY long, but it can be done.
NOTES
*All that said, please pull cautiously. Mobs can clump up in MMM, and they can and do link.
*Pull Perytons with extreme caution. Dark based sleep will not work on them, and they can resist light based sleep.
*Getting higher chains takes practice. Melees need to learn where they need to be as they progress through the maze.
*The time people try the exp maze is a learning experience. The second and set and on tend to go better.
*A back up healer is a good idea. In a Brd + Cor PT, the non puller should sub whm. Dancer does well here for piercing damage + back up healing if the PT only has either bard or cor and not both.
*Make smart party setups. If it's a pickup group and gear looks only standard, forego the corsair and get a fourth DD. Bard and Corsair cannot make up for average or substandard gear.
Demons are doable if you trust your mage to silence mobs. Imps and Eyes can do -aga spells. LV5 Petrify has a very short duration, do not be intimidated by it. However, people tend to prefer Bird family for inherent piercing weakness.
*I respectfully Disagree. Rdm can replace a whm, but Blu and bard/cor are not equivelents. Blue would work just fine as a DD, backup healing and sleeping etc as long as they have refresh, but blue does not have the buffing strength that bard and cor have.
PARTY SETUPS
*War/nin, Whm/sch, bard, cor + 2 well geared DDs is ideal.
*Red mage works, but there is an off chance of Perytons.
*Piercing damage jobs/weapons are ideal.
*These are not Colibri. Feel free to pop Sushi.
The following effects are always granted (all similar to Signet):
"Sigil: You will receive an Experience Points bonus when in a party of less than 6 people. (20%)" In short, i wouldn't expect people to fight with just 5, even if it did apply here, which i'm pretty sure it doesn't.
*Interestingly enough, it's considered a signet area even though it takes place in a WOTG area. However, you will not earn Conquest points. Conquest Gear works.
*FOV refresh works! One can get this right outside in Rolanberry Fields next to the gate. This is more helpful for Tabula 108 as the duration is short. Having people run back and forth to it between mazes is so time consuming so as to be impractical, unless it's the first maze and people are still gathering together.
When setting up the party, don't say anything about MMM. Just say it's an exp party against birds. Say it's a new camp. If they ask which camp specifically, say Everbloom Hollow. All of which is true. Try to set up the party from Whitegate rather than lower jeuno. It's easier to set the party up when you're the bard or cor.
on the first maze, people can be a bit confused as to why they're only getting 50-70 exp per kill. however, when they see the 6000-9000 all at once, they nearly always want to do it again right away, as long as there weren't any deaths or massive links. Perytons on the set gives a bad first impression, though. You're hoping for birds or Single Giant Bats on the first set.
I have had a few JP melees not want to go again, but this is the exception rather than the rule. Many JP are willing to go again right away, although how they manage to find a copy of my maze is something they have to figure out on their own if they don't speak any english.
As for myself, I'm weary of Nyzul Isle > Bhaflau Thickets. The "Law of the Jungle" ethics of it. Be moved in on, and be willing to push out lesser parties. By the time you push out a lesser party, everyone is tired and wants to leave. Or, some other group moves in on you when you have a search comment up saying exactly where you are, and people come anyway. I've been on either side. OR maybe you have moral hangups about stealing a camp, and it's rarely free. This is especially true after merit ability updates. There can be five parties trying to run each other out.
As a puller, it can seem like a camping an NM, only constantly trying to claim on pop for 2 hours.
And there are not nearly enough mobs for a strong party on either level, so you end up stealing mobs from the other level. It's very static, you stand around in about the same 20 feet, fighting exactly the same kind of mob over and over again.
The Wyvres do not constitute chainable mobs. I know it's possible, but only maybe 5% of the player base can do so. HP is too high, DEF is too high, you're counting on a WHM to Esuna Attack Down. I miss those bugards dearly.
With maze, the camp is YOURS. The camp is ALWAYS free. The mobs don't eat your food or steal your TP (although i would gladly put colibri in the maze were it possible. (Dear SE, WHY aren't they in there? Then EVERYONE would be doing maze. AND TAKE THE FUCKING PERYTONS AND COCKATRICE OUT. They are NOT "Tiny Warriors.")).
You get your exp, it feels like you actually "won" or beat something, a sense of victory you dont' get with mindlessly chaining for hours on end. There's no fanfare in Bhaflau Thickets! You get a tiny break between mazes when people are getting MP back. You can actually go the bathroom without worry about breaking the Holy, Sacred chain 9,841,337. The AH and NPC are handy in case you need to stalk up between mazes.
And it's fun!
Amen! Preach on!
It is sickening how many people in the game do not want to try new things. But then where would FFXI endgame be without sheep? I should start an endgame LS called Slaughterhouse and see how many I can shear.
Voucher 06 is totally soloable, but there is a bit of luck involved, depending on the placement of the chests and the time involved to get to them.
My current theory of how it works is after you collect the 3 items needed for the win (from the Prepetare chests), the rest of the tradable items have point values associated with them, similar to clamming. (all items have a weight value as well, once you hit certain thresholds, you start to run slower)
For example (numbers are all guesstimates);
Silver beastcoin - 5 pts, 5 poz
Gold Ore - 10 pts, 5 poz
Wootz ore - 20 pts, 10 poz
Lancewood Log 20 pts, 10 poz
I think how it works is that there are point tiers for the rewards. 0-20 points you get random rewards from lot pool A, 21-40 points you get from lot pool B, 41-60 from lot pool C etc. I think the potential for some good drops from this maze is here.. I won't be at all surprised if a screenshot shows up with someone getting a Khroma ore or something similar from the final chest.
There are also "bonus" items you can get in the maze as well. There is the Irksome chest that can only be opened by a thief with a temp item Living key, and there is also a buried treasure that the lone Goblin Digger in the maze will hide somewhere. I am not really sure what these do.
The run I got the 100 marbles on, I turned in the Buried treasure (goblin die), A wootz ore, Lancewood Log, and a couple of beastcoins.
As far as doing the maze, with Stillness resonated, most mobs are practically blind. They have a very narrow and short line of sight. As long as you don't walk right in front of them they are easy to sneak past. The Wyvern has better sight, but it walks in a set path and is pretty easy to avoid. After a couple runs and you get the hang of it, it's not hard to win solo consistently.
Does anyone have much experience using rune 99 "Replenishment Contract"?
I decided to uses it on a solo bst run thinking that the extra meds might speed it up some. I hadn't checked wiki on it, so didn't realize the forcers could spawn mobs lol. First one spawned a tough sea monk (same as mobs I was fighting) so I was caught off gaurd and died, but was able to RR and keep going. Broke several other forcers on first map and got meds from each. Pretty sure I got them all on first map, but not 100% sure b/c I didn't check down long tunnel where no mobs were.
I head to second map, break a forcer before starting in on next group of mobs and this one spawns 2 spiders. Same model as typical spiders however about 1/3 the size. Conned Impossible to gauge, but had about the same HP as other mobs in maze and took normal damage, so guessing they were EM (forgot to check XP at the time and checking log is a pain since every mob has the same damn name).
Moved on to kill crabs on second map and things are going normal. Due to death and extra mobs from forcers though I was worried about time. Popped a couple more forcers while pet was fighting in hope of elixers/ethers because I was low on mp and at about 1/2 health, got a hi pot and then of course 2nd one was another crab, but had pet close enough that I was able to grab hate quickly so not a huge problem. Below 1/2 HP now, so grab another forcer hoping that no more could possibly be mobs. While at least it wasn't a mob, it was a Triggered Bomb. It used Mine Blast which luckily just did 100 damage. I'm down to a few minutes left and still pet and 3 mobs to kill, so just started meleeing with pet again to get done. Finish off last mob and pet is at a sliver of life left, so release it and it's an easy kill with rampage. Thinking I cut it close, but at least I finished.
I then realize no chest has popped. I check widescan and no mobs on map. I start running back to first map just as I get 1 minute warning. I get there and widescan, no mobs there either. 30 seconds left at this point so I run back to 2nd map to try to break the last couple forecers, but cave collapses before I get them.
All I can figure is that you have to break all the forcers for the win, or that one of the remaining ones would have spawned a mob, so the maze wasn't considered completely cleared of mobs. Kind of upset since it was a 6 CC run, so lost out on some decent XP and more importantly marbles, since they're more of a pain to get now.
So, anyone else ever have problems with rune 99?
6.3~7k chest with a cor, chaining each group (if u get big mobs it hurts exp a bit b/c there's less of them) but the exp otw is usually 1.4-2k~ish.
Yeah, I know. It just takes a TON of luck+focus+skill.
I wasn't saying rdm and blu were = brd whm, just that if you can't get either you might be able to make do with that. (light sleep is a must)
I've come to this conclusion about MMM exp:
If your group is focused full time it's > colibri /hr but you can also take your time (between runs) and get exp that's almost as good (/hr) with more freedom. If you do 6 runs, your getting 5 merits in the bank.
You can check ah, sell item drops, use merits, grab forgotten gear, get extra food/shihei etc. all mid run.
Res'd tiny warrior like you said, got 3 cocks and no rocs / 7 runs. Seems like its a good idea.
9k in 15 mins. no ring. 2 chains. <3 it.
I am having a small problem with the Exp maze..
We are using Maze Voucher 01 , Maze Tabula 01 , runes 3 , 10 , 14 , 17 , 18 , 102 , 108.. We did the maze with RDM SAM SAM THF WHM BRD...and make copies of the maze.
When we open the final box. Everyone got 5900 exp, Those with Emperor Band active got close to 8000. My guess is we are missing COR's Exp Roll? Any advice on what we did wrong?
**Edit: missed out Maze Info..
Yeah, probably missing Cor roll made the difference. I don't think using demons should hurt exp, imps should actually boost exp I believe. Just chain as much as you can is all I can say.
Thank you kindly for reply...
When you say, Chain as much as I can, I am getting the impression that the exp recieved from the "Final Box" is affected by the current exp chain the group is atm.. Is that what we are missing? besides COR Exp Roll??^^
Many thanks in advance![]()
You chain the entire zone for the same reason that you want COR roll, which is because as someone else observed (and seems correct), the game takes the exp you would normally get from a mob, gives you 1/3 of it, takes the remaining 2/3 and puts it in the box, then doubles it at the end. So higher exp/kill for every mob, be it from chaining bonus, cor bonus, or exp band bonus results in more exp from the box at the end, and so more exp overall.
Has anyone been doing Voucher 3 for xp? I bought it last night just for a change to same old xp maze. Haven't used it yet. Any tips for which runes to use would be appreciated![]()
Corsair's Roll
Die Roll Exp Bonus%
1 10%
2 11%
3 11%
4 12%
5 (Lucky) 20%
6 13%
7 15%
8 16%
9 (Unlucky) 8%
10 17%
11 24%
12+ (Bust) -6%
round up and call that 6000 EXP, not to mention the roughly 1000 exp off the mobs themselves. That's 7000 exp total from MMM. A Corsair adds 700-1680 just from what you did there. (that's why it's so important to max out snake eye to force Lucky Numbers and get off a bad number without busting). MMM exp can vary by as much as 14% from best roll to weakest roll simply by how lucky the corsair gets on Rolls!
How well are you chaining? Consider you're getting a 50% exp bonus just for staying above chain 5. Check out my post on page 43 about how to chain the entire maze, never losing the 50% exp bonus. If you lose it, it will take 5 mobs (the better part of a set) to get it back. (is one of those sams /war? I'd hate to be the bard trying to go for the next pull without a voker. Also, lose the rdm and put in a corsair. Also, consider DDs with A and above skills in piercing damage, Birds are set for a reason). Also, a set with perytons or cockatrice will lower your exp per maze as there won't be as many of them, and they're harder to kill due to more HP and DEF.
Sometimes, low exp is the same as with Colibri camp, it can be a matter of gear and player skill (I'm not accusing ya'll of anything here, just making this as a general statement). Mage needs to Dia II at start all mobs, and keep melees hasted. Pretty 101 here, but alas, some mages don't do this. And melees need to move up with each kill! Long pulls can be lost chains.
How long did it take you? If you cleared it in 15-20 minutes, you're doing fine. If you add up the time in the maze only, that's 21,000 exp / hour! even with only a 6000 chest(+1000 from mobs). Consider and 8k-10k chest........
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Yes, as stated guys, you only get 25-33% of the exp you would normally get off of each mob, the other 66-75% rest goes into the chest; the chest reflects how well you did in the maze as a whole, not just the current chain. Be aware that if you die and your comrades continue fighting, you will not get exp from them nor the exp from the chest *for those mobs* until you get raised.
In that sense, Maze is all or nothing. If you fail the maze, you'll miss out on 66-75% of the work you did.
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As for Voucher 03, i don't recommend it for EXP. You have no control over what you fight, there's a lot of zoning and running around, it just doesn't make for good chains. Who the hell exp off marbols?! It's fun to do once or twice just for shits and giggles, but not as something you'd want to repeat.
One thing I keep forgetting to mention about 108 exp runs, is that if someone D/Cs mid-run the box for them resets. A few days ago had a guy D/C and come back for the last mob, got a couple hundred exp or something from chest.
Anyone tried and beat voucher #06. What kind of chest/treasure does he want, because everytime the best I could do was "1 item left"
OMG Fucking thank you SE! Just went 0/6 on voucher 07 with everone having Koggel set-ups, some having maxed C.C. or whatever the fuck you added. Thank you for the "update." This will clearly motivate more people to open retarded chests with 1200 limit points that people can make in 3-4 minutes in a merit party.
Quit crying. This update is golden, you have just had an unlucky streak. I've received 2 Kooglemanders after using someone's duped maze 4 times. This update actually made it too easy to get stuff but it's welcomed because of the previous ridiculous drop rates and the nerfed inital marble farming method.
He wants the treasures out of the Papeterie chests (sparkling stone, griffon hide, fresh Orc liver). On a normal maze there are 3 of them somewhere on the map. If you use Trial by numbers there are 6 of them.
You need to turn all of those in to win, anything else you trade in is just a bonus.