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  1. #381
    You just got served THE CALLISTO SPECIAL
    SASSAGE KING OF DA WORLD
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    Quote Originally Posted by Shinryuu View Post
    Are you guys sure it stacks with Slow, and are you sure it doesn't stack with Slow II? Only thing I know is it used to stack with Elegy but not anymore due to tremendous bork. Anyway, if both are true, Slow > Slow II w/ a COR, and that can't be how it's supposed to be.
    As far as I know it won't bump debuffs up to a tier that doesn't exist/players can't access, i.e. it won't bump up Slow II because there is no Slow III. Have the RDMs use their strongest debuffs, have the CORs use whichever shot is going to do the most damage/see the least resists.

  2. #382
    CoP Dynamis
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    Random Question:

    Gilwise, about how much would you say PW & AV items are worth today?

  3. #383
    An exploitable mess of a card game
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    Looking for a good way to make the last 20% of Omega easier. We do it with about 10 members (SCH/BLM/DRK being the reliable DDs to show up, though we may have a SAM soon). The strategy I've heard is kiting, but there hasn't been much detail on this. Do we kite back and forth at the back of the area or use the entire square as the kite path? Do you need movement speed (None of the tanks have this)? We tried this at about 10% (Told them to start it at 20%, but they didn't listen), and it seemed messy because he could laser the mages if he moved off path for a while.

    Edit: Yes I did check the limbus thread.

  4. #384
    You just got served THE CALLISTO SPECIAL
    SASSAGE KING OF DA WORLD
    cheap hawks gay

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    Use the entire square and kite around the perimeter. Movement speed+ doesn't really matter since he still runs faster by a fair amount(I want to say +25%), just stun often to buy chances for the kiter to get up shadows and toss out a hate spell. We generally still keep constant damage on it until it gets around 5%~, then keep it hovering around there until we decide we want to finish it.

    Try to have your mages stand in the middle so they don't eat Laser Shower, and your support will have to get used to getting in front of the kiter and sort of cutting them off to get buffs on them.

  5. #385
    Chram
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    Quote Originally Posted by Ahnuld View Post
    Random Question:

    Gilwise, about how much would you say PW & AV items are worth today?
    because of their rarity and people willing to pay as much, 40-60M+. personally, 1/10th as much.

  6. #386
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    Quote Originally Posted by Callisto View Post
    Use the entire square and kite around the perimeter. Movement speed+ doesn't really matter since he still runs faster by a fair amount(I want to say +25%), just stun often to buy chances for the kiter to get up shadows and toss out a hate spell. We generally still keep constant damage on it until it gets around 5%~, then keep it hovering around there until we decide we want to finish it.

    Try to have your mages stand in the middle so they don't eat Laser Shower, and your support will have to get used to getting in front of the kiter and sort of cutting them off to get buffs on them.
    Thanks for the plan. Hopefully he doesn't one shot our Taru BRD with that laser move while buffing.

  7. #387
    Cerberus
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    if you drop him to 2~5% you can lock him there with just 1 helix + a psn2 from rdm, adding bioII would do more than his regen.

    have tanks at 20' from each other bouncing hate, like you would for rapido duo or just straight tank with no DDs but helix/psn

  8. #388
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    Quote Originally Posted by liggy 0 View Post
    if you drop him to 2~5% you can lock him there with just 1 helix + a psn2 from rdm, adding bioII would do more than his regen.

    have tanks at 20' from each other bouncing hate, like you would for rapido duo or just straight tank with no DDs but helix/psn
    If this kite strategy works out, I'll use that to pod farm (Time permitting of course). We traditionally straight tank it, but since our stunners can't seem to stun CB, and we've cut back on members (Many left after getting Homam Leg), I've wanted to try the kite approach for a more controlled finish. As for the bounce hate idea, would it be best if we had tanks kiting in opposite kite paths? One going one way and the other going another way?

  9. #389
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    stand still, use 2hrs, collect drops
    went 25%->0 in less than 90 secs when i 5manned, and that was with only 2 BLMs for damage >_>

  10. #390
    Cerberus
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    ^
    tanks side-by-side , standing still is your best bet for "control". it will always catch up to the kiter. some times ending badly since they stop to cast n run again.. easily interrupted, esp if they lag.

    never liked keeping it at 25%, our last chip farming spat a gunpod at 30secs , won with 3sec keeping the pod at 3% w/ dots. guess it depends on time he will pop pods(extra pods) and how many you want to squeeze out of him before times up.

    had cor double quick draw for insta kill to get the chip/kill/chest ftw

  11. #391
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    Earth Shot does not enhance Slow II, it is on either KI>>COR or KI>>RDM somewhere.

  12. #392
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    Quote Originally Posted by Thorny View Post
    stand still, use 2hrs, collect drops
    went 25%->0 in less than 90 secs when i 5manned, and that was with only 2 BLMs for damage >_>
    How do you control for pods/CB at that point? We have the rest of the run locked fine, but whenever it gets to that 20% mark, it's always CB > Pod > CB > Pod > Pod kills someone > Kill Pod > Omega on BLMs > PLD 2hrs > CB > PLD 2hrs > CB > Pod. Also, what gear are those BLM using? I don't think our BLM can meet most BLM's standards judging by his gear, and though my SCH is relatively well geared, it doesn't put up much damage.

  13. #393
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    Random question: But does Magical Critical rate apply to curative magic? Or only when using cures as an offensive magic (IE: Cure on undead can get the magic attack bonus, but cures on regular players are not subject to random cure spikes).

  14. #394
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    Quote Originally Posted by Darte View Post
    Random question: But does Magical Critical rate apply to curative magic? Or only when using cures as an offensive magic (IE: Cure on undead can get the magic attack bonus, but cures on regular players are not subject to random cure spikes).
    1. No, it doesn't work on cures.

    Edit: Never knew about the cures killing Undead till now. I remember trying when PS2 version first came out, and was unable to target them so I just assumed it didn't work.

  15. #395
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    Quote Originally Posted by Ahnuld View Post
    Random Question:

    Gilwise, about how much would you say PW & AV items are worth today?
    Don't know about PW, but JP LS on my server that did a shitload of AVs when it was killable and have Minerva's Ring listed for 15mil on their site. I'm pretty sure they also sold a few Bellona's rings for somewhere between 20-30mil.

  16. #396
    Cerberus
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    is it worth it to keep bomb core for agressor?/ near cap acc fights? or just keep bomblet 2h war

  17. #397
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    Quote Originally Posted by Yugl View Post
    How do you control for pods/CB at that point? We have the rest of the run locked fine, but whenever it gets to that 20% mark, it's always CB > Pod > CB > Pod > Pod kills someone > Kill Pod > Omega on BLMs > PLD 2hrs > CB > PLD 2hrs > CB > Pod. Also, what gear are those BLM using? I don't think our BLM can meet most BLM's standards judging by his gear, and though my SCH is relatively well geared, it doesn't put up much damage.
    All his tp moves other than pod ejection under 25% are actually tp based, although he does have a fairly mild regain.

    Usually we go with anything from 12~ to full ally (overkill I know but people still like to come for omega fights) but the fight is always the same pace.

    First phase on 4 legs blm should be able to nuke it down to 60-40% depending on how many blms you have (2-3 generally) then when it stands up melees put it down to 10% pretty much instantly, because of this it will pop 2 pods almost immediately after eachother (have a melee voke/stun to give blms enough time to land spells before it crits a taru for 1k). This gives maximum pod farming time as you can have it at ~10% for holding within 3-5 minutes of engage.

    Once its down that low pull everyone off and with 2 tanks it won't CB often enough to make it look elsewhere (you can do ok with 1 tank + DD tanking but there is the possibility of pile pitch on the first 4 leg phase where only magic can hurt it). Use DoTs to keep its hp from regening much (can probably fully counter it with sch for helix) and just have your blms AM2/t4 it every so often to keep its hp right down but stopping after every CB to allow the tank to regain enough hate that it won't go elsewhere when it does it again.

    If you really aren't looking to farm pods (which you should with anything over 9 people) then take it down to 26% as normal, wait for it to go back to 4 legged mode and everyone fully buffed/mp, plds (if you use them) both have tp, have all your mages nuke and then everyone else just unload to finish it off. You really don't need to syncronise that much on damage because omega has extremely low hp, random frequent stuns during the zerg will help.

    The thing to remember is after too many CB just stop giving it any tp and it won't use tp nearly as often (a good stunner will be able to catch CB 50% of the time).

  18. #398
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    If you have your couple stunners actually watching for CB (from menu, gear ready before hand), 95% from a good stunner and 50% from a normal/laggy one, is more reallistic in my experience. Should always try to catch them, instead of eating those nasty hate resets.

  19. #399
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    We have always just straight-tanked it, usually with some combination of NIN/DRK and PLD/NIN. We also always designate a PLD/NIN to just hang around and flash pods as they appear (yeah, we take "too many" people to Omega, but we're a general-purpose LS, so we have a bunch of people and lots of them still think the fight is awesome, I guess. Plus, taking it down to 5% faster is good.) We have one tank to the north, one to the south, and support to the east.

    Once it gets to 5%, we keep it between 5 and 9% using only Quick Draw (so nobody is feeding it TP). Since we have a few BLMs, they can all hang out and watch for Colossal Blow/Pile Pitch. As long as people manage to keep debuffs on Omega, our tanks don't seem to have many issues with it.

    Oh, and if your Taru BRD is afraid for his safety, make sure he's getting as close to capped Stoneskin as he can. It's an inventory-chewer, especially for lower MND races, but making the room is worth it.

  20. #400
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    Quote Originally Posted by liggy 0 View Post
    is it worth it to keep bomb core for agressor?/ near cap acc fights? or just keep bomblet 2h war
    Lightning Bow +1 if it increases your critical hitrate by a chunk is a good idea but yes, normally you can switch Bomblet/Core on/off depending on aggressor since swapping ammo doesn't cost you any TP. Keep in mind that if your hitrate becomes say, 93%ish during aggressor Bomblet will still win despite not adding all of its potential hitrate.

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