It really looks bad on taru.
http://worldoffantasy.free.fr/taru.png
It really looks bad on taru.
http://worldoffantasy.free.fr/taru.png
I've been harvesting for almost 2 hours now and basically got everything except savory fucking lamb turd.
Oh well, I am done for tonight.
Can I get a screenshot of the actual fight. It's the only thing I want to see. >_> Hat screenshot are nice, but not that interesting.
Spoiler: show
Thank. That's one fat moogle.
Just wiped with SAM MNK RNG RDM WHM BRD. This is one annoying fight.
Wiped cause third form he spawned moogles at 50% and used crystaline flare stunning us so we werent able to sleepga henchmans who were casting spells on us, by time stun gone, we dead.
Anyone who won would like to type a FULL detailed strategy and not "lol we zerged it n we won lolol".
1. Go in, full buff.
2. Bring it to a corner, all DD should stand at the same spot
3. Before getting it past 50%, make sure your mages are OK on mp.
4. Push it and sleepga right away the BLMs
5. Design one DD to be main assist and kill BLMs one by one. (One of the two mage should rest MP at this time.)
6. When it comes back from being cured have only one melee on it (or tank if you brought one) until both mages are OK on MP.
7. Repeat #2 to #6
8. For the last phase, make sure your mages are ready to sleepga and to keep up with the curing coming soon, prepare the zerg.
9. Push it below, sleepga the BLMs and keep them slept. This is where everyone should 2HR (especially benediction since it should use Crystal Move ~2 times)
This is the best I can do, I'm afraid stun was just bad luck.
Stun was probably just bad luck.
I went in with a pickup group which turned out to wipe first AoE stun but I fought it in the corner of the door and told the mages to run to me and die. Not sure if the AoE stun can be out of ranged by mages but mine looked always to be really close to me, under 15' away. If you do that(die at door) you can RR np even if blm moogles are out. Any job can kite the moogle without movement speed+ because it's got some really weird pathing when following you in a circle btw, so if your melee tank dies your mage can kite while it unweakends.
Sams rape face in here, SCs doing 3x damage is really nice. I'd suggest the two main DDs to be the same jobs or jobs with similar tp gains so that you can always SC when you have TP; my group made it past a full wipe and a melee death, so well over 10min of nothing but resting/curing and I don't think that'd be possible without being able to warp the moogle just after two cycles to 100% tp. Also, if you kill the blm moogles quickly you'll have a lot of time for resting/rebuffing.
Also, setting up an SC with a melee partner means after the second SC is starting your blm or /blm can get ready with sleepga knowing it'd get pushed under 50%.
Last phase you should just 2hr from the beginning; me and the other sam died at ~50% from stunga+blm summons so we RRd and rested to full while rdm kited.
tldr version: bring two melee with similar tp gains to SC together and fight in the corner of the wall, if shit hits the fan mages should run in at die with the melee so that RR is possible.
cleared the final BC a few hours back.. some tips on the battle.
its actually pretty structured fight and is a lot easier than ACP really.
you just need to take advantage of the way he fights..
heres some in-depth info from my experience in the fight.
Battle comes in 3 'waves'
First wave.
Boss will use Crystalline Flare only once. Its a dangerous move. Magic-based, stuns, blinds i think. And draws in before he does it, so its not avoidable.
@50% he summons 6 adds and retreats to the top of the throne area where he will get cured to 100%. Don't bother following him. Kill the adds.
Second wave.
Boss will use Crystalline Flare i think twice. Same as before, he summons adds at 50%. And retreats to altar for heals. The adds have to be killed.
Third wave.
Boss is able to use Crystalline Flare multiple times. I'd wager anytime he likes. He summons adds at 50% but this time round he doesn't retreat anymore. Killing him will still end the battle regardless of adds.
Boss is susceptible to pretty much every debuff i know. His normal 'attack' is a bomb toss. A short ranged bomb toss that causes very small AoE fire damage and slight knockback. It's very weak. A mage could tank him. He does not attack physically at all. Therefore shadows are useless in this fight. Therefore also, debuffs like blind/para/slow aren't going to help.
The adds are all spellcasters. It's good to keep them slept because immediately when summoned they can open with Ga3s or Spell IVs. They're all easily sleepable. Sleepga is good. They can be silenced too.
The trick: An easy way of winning the battle is to know this simple fact, the boss is weak to darkness magic. Very weak. First noticed this when Drains were completely unresisted. I think the damage from darkness is multiplied or something.
WS damage seems strong too, tho I think in particular, anything that can make Compression / Gravitation / Darkness skillchain is going to rock his world.
I saw 5k Darkness, thought that was rad till i saw the screenshot above.
Btw, it'll be hard to tear hate off the guy who closed the SC.
Shared this tip with a friend who was doing the BC and he shared some info after he won. Noctohelix. 500dmg/tic.
If you have a pair of DDs who can make darkness, along with a SCH, i'd say you're pretty much golden on the damage department. For the rest I suggest some strong support who can cure well. Also anyone who can keep barfira, phalanx and shell up at all times is good.
Also note that the last form from 100 to 0% he will use flare as a regular tp move but he won't draw in anymore, mages can stand back away to avoid getting hit by the flare.
for my setup we brought 2 whm/blm for sleepga 1 which works awesome and 2 whm ensures enough cure power is present for the flare.
we also had 3 sams which destroyed the kupo badly, beat the bc in 17 mins =D
The fight is really pretty fun, and not too difficult. RNG is a good DD once again since constant short-range AoE knockback is quite annoying, even when you're stood in a corner. A pic from our first fight to give an idea of the correct positioning from the perspective of the mages:
http://i74.photobucket.com/albums/i2...722_023517.jpg
The main danger in this fight is his Crystalline Flare move or whatever it's called, as the Stun effect can last for ages so your melee tend to get continuously pummeled by Riko's regular moves whilst the mages sit there unable to help. This is in addition to Flare itself doing a fairly significant amount of damage to everyone in the group. Think we were the second group on Kujata to win, would've been the first but we were too exhausted to try and gather three volunteers for the final BC on the day of the update.
http://i74.photobucket.com/albums/i2...722_045951.jpg
As other people have said, re-acquiring the key item for entry to the last BC is much less annoying than climbing Delkfutt's - one good tip (not sure if it's been posted here already) is that if you solve the Glacier elementals puzzle without asking for any hints you get a 5-minute Flee effect from the Goblin that will usually last you through the Xarcabard quiz and up until syncing in Zvahl. If you're quick about it, you can actually still have the Flee effect active for the sync'd portion in the Baileys. I would recommend bringing a BLM for the final BC too, simply because having to recast Sleepga on the Henchmen mid-clearing can be risky.
I completely disagree. I thought the plot was much stronger than ACP, and much more entertaining. Although, I am a big Shantotto whore, so anything where she appears brings a smile to my face.
I think the mini-plot about the curse was one of the funniest things she's done since her Cardian leveled up on an automaton.
BTW beat it last night. Wasn't too bad, but yeah, I can say the harvesting stuff was frustrating.
The plot is: Holy shit why doesn't my moogle wear that vest ALL the time?
i read through the pages, but didnt see mention of this, so i will ask.
for the ??? in QSC, can they pop behind the weighted doors?