Merit PT setup should be able to beat it np, I'm guessing you either just had bad luck or the people you brought had general lack of experience with it.
I'd say the three main things for non-manaburn would be to have at least one person who can stun (DRK, RDM/DRK, BLM, or BLU with Temp Shift) if you set Ele magic or BLM or both; bring as many attack up buffs and defense down debuffs as you can with who you have; and run out of range of Tusk and Bone Crunch if you get caught with shadows down.
Adjusting for the above, a merit style setup shouldn't have too many problems with it, aside from the occasional bad luck. Did a number of runs with M, SM, (WAR or BLM), (Elemental or Dark), with MNK BLU DNC RDM COR (and sometimes 2box BRD) before switching to manaburn strat.
SMN rapes all of the NMs i've done. I usually hit Tanihwa for 0s on PLD so i figured melee wouldn't be fantastic. have only bothered with melee setup for the dhalmel.
pld rdm brd smn smn blm is our usual setup, 10-15 min kills always.
The setup we did when Seanr got his Koggel was RDM/SCH BLM(I assume /RDM didn't check) BRD/WHM (me) DRK/THF BLU/THF(CB and Breath Build) and PLD/NIN.
The PLD/NIN had hate the entire time, BLU would chip away at it slowly with CB and breaths, BLM (Seanr) nuked him carefully, DRK/THF did slow DPS and large SATA spike damage with Spiral Hell and Souleater, which kinda made feel a bit nostalgic. No one was ever in danger of death and overall it was a 15-20 minute leisurely kill. I'm sure you could probably do it faster if you really tried but the way we did it certainly was more than safe.
Got 3/6 Koggle's.... Easy shit
Just do BLM/NIN x4 or 3 blm and rdm to refresh. Nuke am2, tier4 w/e till almost out then ES SLeep, repeat, only 2 volleys for my setup (BLM/ninx4, RDM/blm, had some mules like whm or smn) WHM can sleep repose with ES as well.
5 mins done.
loltanksetup
We've been going with RDM/NIN (tank), BLM/NIN, SMN/WHM (2boxed), and BRD/WHM. Inspired by Thorny, but making it easier on ourselves. Bugard was not too bad, even though we had to use Stillness because we were after earrings, not Koggelmanders (we still ended up with two swords by the time we had 3 earrings). We can also do rabbit (not too bad) and goobbue (very easy). Dhalmel is okay, but if it decides to spam healing breeze with a low-man setup, it's just terribly frustrating.
Our main issue now is that after kazillions of rabbits, we have no torques. Some of these have been with 6 C.C. points also. The best thing to come from Nimble Nelson has been two rune 108s (so at least all 3 of us have that one now).
We use beast, tiny warrior (resonated), M, SM, L&F. We haven't been using magic or job; I don't even have a good magic rune to use (all I have is white magic), and throwing on a job rune with the bunny seems to kill people. I doubt these are required to make the torque drop, so I guess we're just having horribly bad luck. The good thing is that it's easier to gather 3 people than 6.
Been doing pickup Maze Mongers and using mazes that other people have created in an attempt to get drops. After a nice streak of Koggelmanders with the setup Seanr posted above, here is the results of my last few runs.
Mamool Ja Mantle (Went 1/2) - Tabula 02
Lizard
L+F
Might
Supreme Might
Tiny Warrior (resonating on wind)
Warrior
Gnole Torque (Went 1/2) - Tabula 02
Beast
Warrior
Might
L+F
Tiny Warrior (resonating on wind)
Kinda surprised at the Gnole Torque setup putting out, Whirl Claws were still a bitch even with only a Might rune set.
Didnt hear much about Kendi but he kicked some ass for a wee Lizard mob. Non-crit hits on a PLD/NIN for 500 dmg is fun stuff.
Gonna play around with some more mazes put up by our server though vermin and plantoid dont seem to be too popular - the two Bee NMs probably are as annoying as the Dhalmels annoying healspam. Id like to see a Zaide drop though.... back to the marble grinds!
I'm curious if anyone else has noticed far fewer drops when using duplidoc mazes? I'm at around 0/30 ermines this week using the fully buffed setup and 4boxing it >.>; I understand with the droprates as they are, that's not enough to be conclusive, just wondering if anyone else has seen anything similar.
A couple things to mention about low-level MMM exp.
One is that, the maximum amount of exp you can get from the box at the end is capped at raising you one level. What I mean is like, I started the maze 200ish exp into Lv10. By the time the last mob died I was a couple hundred exp from lv11. Opening the first chest I got 3kish, while everyone else (all who had synced from much higher level, so much higher tnls) got 6-7k, then opening the CC chest i got 689 exp, and when I checked exp I was 688 exp into level 12. So basically, opening the main chest at level 10 took me to level 11, but wouldn't give me anything above being 2799/2800, then the CC chest gave me 689 which made me 688/3000. Same thing happened on the second run, killed last mob @500-600 to level 13, opened chest and I got 3900ish exp, and was lv13 @1 to lv14, while again everyone else had gotten almost double that. Wasted an exp ring charge on the first run but at least I found out with an emperor band before the new anniversary rings came out and I wasted one of those lol
The other thing is, as other people may have noticed in marble farming runs, is they changed the aggro rules for higher level characters. You know how if a mob normally aggros sound or sight, they won't aggro normally if they /check "Too Weak", but if you are /healing they will. This is how it used to work in MMM, too. Now they won't though, if they are "Too Weak", and what's even more strange is if a lv75 person tags one, a "Too Weak" mob won't even link to it (but will link if a lower-level person tags). I noticed this fairly early on when I tried to do a low-level V02 run, and a friend of mine who PLs himself in MMM noticed, too. He also used to dualbox his SMN and do SMN-burn style exp in there too, before the patch, and it wasn't until we were talking about it last night that it made sense. The only reason I can think of that they'd change that is that for whatever reason, even though they think SMNburn is okay, doing it in MMM is not okay so they changed the aggro rules? Maybe it was for some other reason but makes sense to me.
Damn, and I was hoping to try that at some point. Probably because doing it in MMM makes it a lot easier for people to do solo (because you can always find mobs of the right level without syncing to someone), and despite all the recent FoV stuff, MMM Astral Flow is apparently a bit too good for solo exp in SE's game.
On the other hand, apparently my group is doomed to stare Nimble Nelson in the face for all eternity regardless. 0/5 again yesterday, with 3 C.C. points each. But we did get two fantabulous White Mage runes!
4 more kills with duped mazes, nothing, not even runes D: to repeat, has anyone else noticed seemingly lower droprates on duplicated mazes as compared to 'real' ones?
^ This. Just bad luck, as I got two Koggelmanders from one fight last night. 6 C.C. points.
@________@ 5 more today, not even runes.. puts me at about 40 straight empty boxes from duped tabulas, orz
Maze Tabula M03
004 - Beast
013 - Great Warrior - Resonated
017 - Supreme Might
018 - Might
044 - Enfeebling Magic
075 - Force of Will
094 - Lost & Found
Exact same setup I got my friend's Ermine's on /=
Maybe try doing a magic + job combo instead of magic + force of will? Don't know if it makes a difference, but might as well try it out.
I don't have any job runes that wouldn't rape me >< It's the exact setup I got my kogg with(with beast instead of lizard), and I got an ermines a bit over a month ago with exact same setup.. was just wondering if anyone else saw no drops on duped mazes since that many without even rune drops is sort of weird.