For the Moogles in the Wild quest (final Mog Safe quest), will a green or blue noble's bed work just like a regular (red) one?
For the Moogles in the Wild quest (final Mog Safe quest), will a green or blue noble's bed work just like a regular (red) one?
It is possible to build a 'Blink JA' or 'Blink Cast' rule in spellcast.
It is fairly simple, and a lot of the user submitted xmls have it so you can just copy and paste it(look in the SCH section or the forum). You could use it even if you don't use spellcast, just have a very simple xml for blinking JAs/Casts.
Blinking every few seconds would be annoying as hell, let spellcast blink you when you need.
In which situations would a PLD sub BLU?
Divine Might "super-tanking", maybe? That's the only situation I've seen it used in, and that was years ago, before /rdm was even a blip on my radar, so it might be an obsolete idea.
E body has a much higher chance of dropping than N head from Odin so its an incredibly slow way to get N head (especially if the einherjar shell contains a lot of people who don't do kings and would therefore be wanting N head also). Price on N head seems to range from 2M anywhere up to 6-7M during JP times so 4M isn't a bad price.
As far as upgrades go it was by far the best WS head (excluding maat's cap) but since the new moogle hat was added its not quite as far ahead as it was.
My LS just started doing salvage. We have started with Bhaflu Remnants because most of us want morri hands / usu feet so we thought it was a logical place to start.
Here is my random question. We are ~0/10 on seeing a NM from either rampart on floors 1 and 2. Since in my group none of us have salvage experience, some of them are getting impatient. I have read through the Bhaflu thread and I have read as much information as I could find about these NMs.
They just want to make sure we aren't doing anything "wrong". I assured them we aren't and that it's just the way evil salvage was made. So is this pretty normal then? What should we expect to go on seeing a NM?
Also, we do not have a THF for the group. I figured for now that we could just have one of the DDs sub THF for some TH if a NM pops. Is it recommended we bring a THF for the 35 drops?
Bhaf and any NM for that matter can just suck. ~0/10 and not seeing a single NM is fairly common. There was an SE interview which said that a Rampart is either "on"(will pop NMs) or "off"(will not pop NMs). This just backed up the empirical evidence of how Bhaf NMs works. If you see 1 NM, you're likely to see more. Despite wild rumors of entering at a particular time,moon phase,etc... It seems fairly well accepted that the terms in a making a Rampart "on" are indeterminate. Just keep at it, and you'll eventualli see some pops.
As for a THF in Bhaf. I would strongly suggest finding a way to bring a THF into your group for the overall picture. While I personalli don't feel they have much effect on 35 drop rate(some people will argue this, and thats fine~), it is well accepted that they help a lot for cell drops. When your group becomes more capable and starts to work toward full runs, having the extra HP/MP/SJ cells in Bhaf can make a big difference. This goes the same for other runs like Zhay(1 of the NMs is dependent on your group getting enough cell drops on 2nd floor), or Arrapago(Crappiest 1FL cell drops of any run). Do you need a THF? No. But they're an extremely helpful class even outside TH.(Pulling, DD, feint, strategic pulling /w hide/flee/pd, etc...)
no nms popping in bhaflau ramparts is normal, i personally went over a year without seeing skirmish pephredo, and then in one run we saw 7 and three 35 feet... its just how it is.
I would get a thf for your sp, though i have to say, my group has gotten 6-7 35s with just a cor/thf in the last two months... but yea, get a thf. Arrapago cell drops alone will make you wish u had one.
1) buckle down. salvage is a game of inches. we've done bhaflau ramparts, i dunno, 5-6 times recently, and have seen one 35 drop. we've done ssr i don't know how many times, and the only drops we've seen are from the boss. your people are going to have to learn that it can take months to upgrade a single piece, and sometimes you'll upgrade a piece in a few weeks. it's just the nature of the beast. now, there is one good thing that will come of this. you're essentially going to thin the herd of your group, with the people who thought this was dynamis, or didn't understand why they had to bring a reraise scroll or echo drops, dropping out. from this (as was the case with our group), you end up with a dedicated and talented group of people who aren't lootwhoring and are willing to put in the time, money and equipment to be successful.
2) we always have a thf for our runs. it's less about the pieces dropping, and more about getting more cells to drop. in bhaflau and ssr, cells are rarely a problem, but going into arrapago or zhayolm without a thf is asking for a lot of people to be severely underdressed (though in arrapago you're just going to have a lot of people sparsely geared anyways).
3) no you aren't experiencing anything wrong with NM pops from ramparts. our last rampart run we had 5 gate widows pop, and no skirmish pops, and we let the ramparts go down to 10% before killing them off. the gate widows only dropped alexandrite.
4) subbing thf in salvage is pretty fail. however, it looks like cor/thf is the way to go for 35s :3 not that it's inherently wrong, but it severely depletes the DoT of the group. it lacks the survivability of /nin (mnks, thfs, wars and probably drks should sub nin for boss runs, mnks and thfs always, war and drk can sub sam, for farming runs), and the added damage of /war (pups, drgs and sams in particular should sub war (or drg/sam is good too), though if sams are co-tanking bosses, there will be a learning curve of properly seigan tanking. i know i had to learn to third eye better, ie, not using it when the timer is up, but only once you've pulled hate from the mob, giving TE better efficiency). the only time i could see /thf really working was if you had a blu on a boss run, for SA cannonball. normally blu shines in farming runs, but give too much TP to bosses.
5) don't expect to win your first boss fights. more power to you if you do, but if you don't, it's more important to learn what you did and didn't do right, and make adjustments accordingly, rather than getting discouraged outright.
good luck on your runs and have fun with your first brainjack experience![]()
What exactly are the pop conditions for Jailer of Temperance?
My relatively new shell was working under the impression that it would pop from one of the 5 placeholders, and which PH it popped from would change every game day. This worked just fine for our first two attempts, but we've killed all 5 PHs in a single game day our last 3 tries and got no pop. Now that I've looked into it, I don't see anything about that game day condition anywhere. Is it just a random pop off of those placeholders?
temperance has always been one of the great mysteries of sea. it's like the charbydis of the jailers. it's always been my assumption (erroneous as it may be), that temperance changes PH every 15-30 minutes. i've often wondered, though never executed, if it was possible to kill all 5 placeholders simultaneously (blms and rdms can solo them quickly with little difficulty) and subsequently force temperance to pop. if that worked, the hardest part would be having the PH killer living long enough, or zombie-ing long enough, for the rest of the group to get to them.
random but the LSes I have/had, have tendency to only farm the three placeholders on the west side. It happend a few time that we farm for 2H on west, eventually went east at the end of the session and it poped there. So I suggest not neglecting those PHs. If you don't split in two I suggest doing 6 west PH then the 2 east, and cycle like that. Temp and IxDRG can be nightmare so we never farm more than 2H. after that we do something else.
The Temperance thing works ;x There might be something about it that can make it fail in small % of cases (like the difference of half a minute between PH kills and it 'moves' in that time--my guess is something like this happened the time Thorny tried it) but if you send one person to each tower and kill the PHs at the same time, it will pop immediately in the vast, vast majority of cases. This is based on years of popping Temperance this way.
As far as holding it when it does pop, even if a person isn't able to keep it up, just have them RR and tag it every 2min 30sec to keep it from depopping while everyone runs there. They blow through a few RR charges and lose a few thousand exp, but they'll make it back farming HQ organs or popping DRK/DRG anyway.