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Thread: MMM findings     submit to reddit submit to twitter

  1. #1941
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    FC+1, MAB+1, MACC+2 (Moblin belt 75)
    The best belt I have gotten. This was after so many tries 29-30 different belts.

    I saw on a earlier post that there was someone that his friend had a FC+2 belt. I have gotten in total about 29-30 lvl 75 belts and I have yet to see anything past FC+1. I'm not saying it doesnt exsist, but maybe could he have been pulling there leg?

  2. #1942
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    Last nite Gergall and I did a Chap run. I got a +4 acc +2 haste -4 def belt (which i thought was nice for my 75 blm only char). I did notice one thing. I started a stop watch when we entered and i changed the music in the lobby (this took about a minute). After which i was looking at the stopwatch and various timer warnings. It seems that the time in the lobby didnt count toward the overall time to do the maze. We left the maze with 2 seconds remaining and my stopwatch was at 30:59:20.

  3. #1943
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    Quote Originally Posted by Viq View Post
    INT+3, MAB+2, MDB+2 on lvl60 belt.
    Holy shit envy ;;

  4. #1944
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    Quote Originally Posted by Wakabo View Post
    so far gotten 3 dagger for the prices of 1.5k >.> this seems too good to be true but glad SE allowed this.
    Jesus Christ, I'd kill for that drop rate. Would you mind posting the exact rune numbers used by that copy you got?

  5. #1945
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    Quote Originally Posted by Spagnutty View Post
    Jesus Christ, I'd kill for that drop rate. Would you mind posting the exact rune numbers used by that copy you got?
    We gotten another one yesterday and yet to run today but rune numbers are:

    004
    045
    094
    037
    018
    013
    044

  6. #1946
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    Quote Originally Posted by ronin sparthos View Post
    In the same vein, has anyone seen a Snapshot+2 belt? Ive seen three +1s in the last 5 clears with Barrager.

    About those SM+M runs, id recommend never doing L1 first.... those bats kick Chaperix's ass in a hurry >.>.
    http://i169.photobucket.com/albums/u...idshotbelt.jpg

    I got this earlier today. Not exactly sure what I'll do with it, but two Snapshot is definitely possible.

  7. #1947
    Viq
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    Quote Originally Posted by dawdr View Post
    http://i169.photobucket.com/albums/u...idshotbelt.jpg

    Not exactly sure what I'll do with it
    tp?

  8. #1948
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    Quote Originally Posted by Viq View Post
    tp?
    The only things I use Ranger for, really, are things like Odin or Sarameya, and maybe the occasional Dynamis where the LS leader wants to throw me a curve ball. My guess is since we usually go through those fights the longer way, I'm better off with the Buccaneer's Belt for the minus enmity along with the other good bits. Ranger is not a job I merit on ever, because I've got a pretty decent Thief.

  9. #1949
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    Sorry to interrupt, but my interest in MMM is starting to grow a bit. I've heard of people using it as a way to merit. I know you guys have probably said it already, but I was just wondeirng what is the most exp you could get per run, and what is the set-up needed for it?

  10. #1950
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    Quote Originally Posted by Avé View Post
    Sorry to interrupt, but my interest in MMM is starting to grow a bit. I've heard of people using it as a way to merit. I know you guys have probably said it already, but I was just wondeirng what is the most exp you could get per run, and what is the set-up needed for it?
    8~10k + mob exp on birds/demon ideally I think it's cor brd healer 3x two-handers[/nin or /sam], polearm best probably since flying mobs.

  11. #1951
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    This is the maze that started it off I think, http://www.jpbutton.com/?p=2037, but others have also been more successful too, with either the same setup or others. I think the most important runes are basically, Conditioning Contract (108 ) - drop from Hoardbox with Lost and Found rune, Supreme Might, and Might runes. The family choice and usage of other runes is up to you, but most go for the small bird + demon setup (usually results in birds, bats, bat triplets, and imps, but you could easily get the other possible mobs in the family).

    Another reason why small birds + demons setup is popular is because there are more mobs that spawn (at least on M01), netting you more overall exp, so it may be preferable to attach tiny warrior rune to the maze too. There tend to be less of the larger mobs for example you'll only get 4 Golem if you attach the arcana family rune, but you could get 8 clusters or bombs with that family too.

  12. #1952
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    Double post due to formatting error

  13. #1953
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    Quote Originally Posted by Wolfknight View Post
    8~10k + mob exp on birds/demon ideally I think it's cor brd healer 3x two-handers[/nin or /sam], polearm best probably since flying mobs.
    I like /SAM because then they get Warding Circle (and of course, it's just better). Provided your healer can handle it/your DDs don't fail at Third Eye. It is best if everyone at least has piercing damage available in case you get Rocs (very uncommon), but even better if they just full-time it.

    We always take in BRD and COR (which you really want to do). We've done RDM and DDx3 for the rest, and also WHM, DNC, DRGx2 in the past.

    According to my parse, the mobs seem to be a bit more evasive than Greater Colibri. I don't have exact numbers, though.

  14. #1954
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    Does anyone know the exact effects of the job runes in Voucher 5?

    WAR says "enhanced fighting skills"
    MNK says "enhanced hand-to-hand skills"
    WHM says something like "enhanced healing skills"

    I don't have the other 3 jobs.

    I would expect WAR to give double attack and MNK to give counter, but I'm really not sure if that's what they actually do.

  15. #1955
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    I've only ever done it with RDM. He does seem to cast very quickly; earlier, someone who did it first without RDM reported a much faster casting speed once RDM was in place. What makes me really curious is what "Enhanced thieving skills" could possibly mean. More items from crates?

  16. #1956
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    Quote Originally Posted by Avé View Post
    Sorry to interrupt, but my interest in MMM is starting to grow a bit. I've heard of people using it as a way to merit. I know you guys have probably said it already, but I was just wondeirng what is the most exp you could get per run, and what is the set-up needed for it?
    I use birds rune, but not demons. you need the runes of bird, tiny warrior, might, supreme might, trial by numbers, and conditioning contract.

    Most i've ever got was 10,000 in 15 minutes clear time. Used a Bard, Corsair, White Mage, Warrior, Dark Knight and Dragoon. Rolls used is ALWAYS Corsair's Roll. I think the second roll was Chaos Roll to match the Drk we had. We were able to chain all three sets on the group's first go. Normally though, i insist on at least one Warrior to voke mobs off me (Bard), and a second War to co-tank with them is a good idea. Otherwise, Dragoons, strong Thieves, and Rangers. Not that i'd turn down a Black Belt / Usu Monk, but exploiting piercing weakness is a good idea. Also, MMM mobs can be fairly high level and hit quite hard; they are not Colibri; strongly consider using /nin over /sam. Can still get at least 7000 total even with a Corsair is not available.

    There is an element of luck in that you're hoping you get Murres, Single and Triple Bats, and that you DON'T get Perytons, Cockatrice, or on very rare occasion both. If you get either, there will be fewer mobs. This is why you want to use a White Mage. First, so they can do Stona in case you get Cockatrice. Second, Esuna on Triple Bats to get rid of the Attack Down. However, it's a good idea if they can use /scholar, as any other support job might cause MP issues.

    Maze is just a camp like any other really, in the sense that it's only as good as the group you bring into it. Mage needs to Haste and Dia II. Unlike Colibri camp, you can use any food you please. A peculiarity though is that the melees need to learn to move up as they go, and fight the mobs where the bard sleeps them. However, to get things moving quickly from one person's maze to the next, people need to get into the habit of gathering at the well immediately after the run is over, using whatever MP remains to get new protect / shell up, and then resting to full. One can go afk while the mage is resting up MP.

    Personally, I rarely go to Greater Colibri camp anymore. It's only good for one strong party, or two average / weak ones. If a party moves in and camps on top of you, it's a claim war between the pullers until people start resorting to voke-pulls or what have you. By the time it's over, the victors don't last much longer from exhaustion after pushing the other party out.

    What i'd like to know from those who DO use Birds + Demons is, does it prevent getting Perytons and Cockatrice? and can you get large demons like Tauri and Floating Eyes? Also, i wonder if anyone has tried the Undead rune to make a KRT style exp dungeon, with the addition of Jnuns. This way, there would be less of a need for piercing damage, and more for blunt and slashing bones, hounds and jnuns.

  17. #1957
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    Quote Originally Posted by Panthera View Post
    Also, i wonder if anyone has tried the Undead rune to make a KRT style exp dungeon, with the addition of Jnuns. This way, there would be less of a need for piercing damage, and more for blunt and slashing bones, hounds and jnuns. [/i]
    KRT was based around taking out T-VT mobs at a very rapid pace.

    In MMM you want the strongest IT mobs possible because you are going for the maximum XP possible out of the crate at the end, which is based on the XP you get from all the individual mobs.

    The point I'm driving at is that the random T-VT ghosts mixed in with the skeles in KRT are tolerable. An entire wave of IT ghosts would probably make for a miserable experience.

  18. #1958
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    I also am a fan of using just birds with resonating Tiny Warrior. Instead of bringing WARs to voke, I run with polearm SAM/WARs. COR BRD RDM SAM SAM RNG is the group I take most often.

  19. #1959
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    Quote Originally Posted by Gergall View Post
    KRT was based around taking out T-VT mobs at a very rapid pace.

    In MMM you want the strongest IT mobs possible because you are going for the maximum XP possible out of the crate at the end, which is based on the XP you get from all the individual mobs.

    The point I'm driving at is that the random T-VT ghosts mixed in with the skeles in KRT are tolerable. An entire wave of IT ghosts would probably make for a miserable experience.
    This.

    Undead looks great at first but all it's going to take is a wave of ghosts and you are going to quickly be mired in AOE drain, curse-ga along with spellcasting and because the undead rune limits monsters to being either Doomed (easy), Skeles (both types, can be tricky), Hounds (easy, AOE para spam though) and Ghosts, you'll likely see them every run you do.

    Aquan (only Sea Monks seem annoying really) seems more viable than Undead and even Lizards seem doable though Wivre/Efts would be the sticking points with that rune.

  20. #1960
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    There would be such a thing as using only Supreme Might for just VTs. Would be less exp per maze, but you'd get through them quicker. Typically, i've noticed most groups only do about 4 runs before people get tired.

    Efts dispelling Corsair's Roll would be very annoying... Exping on crabs a bit retro?

    I tried a manaburn variation as well vs ele's... but blms don't do well up against the clock.

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