Just to be clear, Neophoenix is not Neosutra of phoenix, which is a much cooler and more profound name.
All statements made by Neophoenix do not represent the views and expressions of the real Neo(sutra) of phoenix.
Yes, resists do happen, but not enough to feel safe. In the OP video, you see 10 people take damage from meteor, of the 10 people, 2 pld's use Fealty and take reduced damage, but one pld just straight out has a 1/4th resist for about 500-600 dmg, while everyone else takes 2k damage. The argument isn't about resist, we know they can happen. They just don't happen enough to actually rely on it completely. Reason why I want to get some idea on base damage is because I find it easier to make an excel sheet to calculate predicted damage taken values based on:
A) Number of people hit
B) Amount of MDT gear
C) Amount of MDB gear
As far as soaking up Meteor, I had a idea but it just involves about 14 people dedicated just to Meteor damage. Because the damage is so large that if it casts Meteor back to back to quickly everyone will die, why not have 2 teams of people dedicated just to soaking up Meteor?
Example: If you have 4 tanks, you will need at least another 6 to soak up the Meteor damage. So have 2 groups of 6 people (All with Shell 4 at least, Stoneskin the whole works) and as soon as 1 Meteor or Aergo4 lands, that team runs out of range and rebuffs while the second team runs in already buffed to get ready to eat the next set of spells. The two teams just rotate back and forth eating Meteor or Aergo4.
I know its a small solution to a huge problem, but its worth having people dedicated to just this so they will be able to live through it being fully buffed. In Addition to doing this, they could also sub in to the main alliance as needed for healing when people die and when the people who are dead become unweak again, they can join the Meteor alliance in whatever team is missing someone.
Yeah I know it will be, maybe even this Friday when we fight it if we have the numbers online. But my point is, If you dont have the numbers to zerg it (Easily need 4 partys of very solid DD's) then having people to soak up the Meteor or Aergo4 is a must and having people dedicated to do this without sacrifice to the main alliance is a good idea.
We have had absorb parties before, but the problem is that all your healers will either die, or come ridiculously close to death after every single Meteor casted. So they just can't constantly heal themselves, buff themselves, buff the tanks, and heal the tanks all while waiting for another Meteor to hit. Then there is the fact that even if everyone lives, the tank AV is on after the Meteor goes off has a real chance of dying instantly from a subsequent attack round. If you watch the videos I put in the OP during bracelets mode you will see how brutal it is, it hits virtually perfect equipped tanks for 500-600+ non-blocked, and 700+ crit.
What about something like healing teams that are working together for the tanks (Acting as absorb teams as well) So something similar too....
Party 1: Tank Tank Brd Rdm Whm Cor
Party 2: Tank Tank Brd Rdm Whm Cor
Party 3: DD / Blm party
Outside Party: Brd Rdm Rdm Whm Whm Cor
Outside Party: Same as above
Assign Rdm and Whm from the Outside party 2 tanks to look after so when a Meteor hits, Rdm Whm first Cure their tanks, then run way out of range while Rdm Whm from the outside party move in to take over healing while the main party heals and rebuffs. Basically having healers way outside of Meteor range for when it hits, they run in and take over curing / hasting (Wont be able to refresh, but tanks will survive hopefully with cure bombs) until the main party if rebuffed and ready to move back in.
With that set up, you have 4 tanks and 4 healers in range at all times to eat Meteor. With a couple outside healers running in to take damage when the two healing parties rotate, you should be able to keep 10 people in Meteor range at all times, while still rotating people who get hit by Meteor out of range to be able to rebuff and get ready for the next one.
To take it one step further (Much more complicated and prob not worth trying), you could even have the bard or cor in the tank party as leader and have them drop the whm and rdm every Meteor to get them in the main alliance to ensure the tanks get refresh.
VS, although i dont like the idea of cheating to beat AV, a Fealty bot for when it uses Meteor?
All the strategies in this thread require either a lot of people to avoid meteor, a lot of luck, or a lot of people to zerg. I was thinking of a way to combine the strategies to minimize people, and accepting the fact that you will need some luck.
Start of fight: Lock a bunch of 2 hours, maybe all but MS and HF, not important. Pull to palace ala Kaeko's strat.
Main Ally:
PT 1) 3x Aegis PLD, BRD RDM WHM (BRD will temporarily disband later to make room for wild card)
PT 2) 4-5 BLM, 0-1 SCH, 1-2 refresher
PT 3) RDM, 3xBLM or SCH (2 open slots)
Outside WHM PT: 1-2 Refresher (1 with Gjallerhorn), 3-4 WHM or SCH
Outside DD PT: BRD, BRD, SAM, SAM, DRK (DRK must have kraken, and another job to change to. Amano SAMs preferred).
Outside absorb PT: 1 BRD, 5x level 5 Cor/Whm
Total # of people: 28 at absolute minimum, ideally 32. Cor's can easily be 2 boxed, so 23 really.
Using ramp strategy, take it to ~62%. Hold for 1-2 minutes while everyone rests MP and gets into position.
Send a sam or 2 from outside DD PT into PT 3. Open with SC MB / timed nuke from 7+ Blm's. Have BLM's just spam nukes on it. Sam's immediately drop PT and GTFO. Hope to get it down to 54% or lower in first couple minutes.
Outside DD PT gains TP and bards keep 4 songs on everyone (2x STR etude on sams). At least 1 brd and 1 drk need 2 hours to kraken zerg it down another 4-5% hopefully. Send Drk in by himself immediately after a spell is cast and hope he lives long enough to get to the point where AV resists his SE.
After that he job changes to whatever. Sam's get 300% TP outside, 4x bard buffs, and go in one by one after AV casts to use TP and then GTFO. Should be enough time to do relatively safely. SC/MB optional but probably not ideal.
Meteor PT is just a bard about 29 yalms south of tanks constantly hymnusing a bunch of level 5 Cor/Whms (SJ probably unnecessary, but cure 1 to get hate on AV if it is needed). Cor's stand 21 yalms south of tanks. This makes them in range of Harp Hymnus, and in range of meteor, while bard is outside range. 5 Cor's + 2 tanks = 55% meteors. Recast on Hymnus is 24 seconds. Should be plenty especially with haste gear, and even 1x march if needed. This entire PT can be 2 boxed. Designate a backup Brd from DD PT to swap with this Brd in case he somehow dies. Weakened Hymnus recast would be too long.
Similarly, tank PT WHM will have to be in range sometimes. Designate a rotation order for WHM's with outside WHM PT. Shellra V and Baraero should be up at all times on tanks obviously.
Starting at ~56% HP. Rotate 1 Cor in at a time to 2 hour. PLD's wait til 15 seconds after AV casts a spell, then use fealty 1 at a time. It won't make them constantly fealtied, or completely invulnerable, but will be a huge help, and makes use of the 5 meteor soaking mules. Could get up to 13 minutes of partial protection which is a v nice bonus, but obviously not the end all of defenses.
Each tank should generally have a mage that's 90% dedicated to them. Cure V's should instantly go off after every meteor on each tank. Any tank without Fealty up should be at 100% as much as possible.
Honestly I see this strategy getting him to below 40% somewhat reliably. There's a good chance it won't last long enough to kill AV as so much is likely to go wrong once it gets into the unknown territory of below 40%.
I really like this strategy because it seems to combine a lot of strategies that are good ideas, but not quite 100% there. Thoughts? Gaping holes?
Edit: In case it wasn't clear, BLM's are nuking from outside Meteor range. See Kaeko's post for details on how to do this using palace ramp.
Edit #2: Edited for tanks... Also some swapping can be done here to increase wild card usage. We're talking 30ish chars here. Assume 15 2 hours used to lock, + 3 tanks that you don't want swapping jobs. Then 5 cor's 1 brd 1 Drk need to have 2 hours. That's 5 extra 2 hours that are unaccounted for. WHM's and BLM's can easily swap with the cor's either temporarily or permanently to get you up to ~ 10 wild cards. You can then have 2 out of 3 tanks with fealty up at all times for over 15 minutes.
If everyone sets their HP to tavnazia, swaps can be done very quickly since you are fighting at the palace ramp. Also in some cases it would be better to HP than reraise.
The video clearly supports the fact of having random people inside meteor range, why else would a blm and a whinja idle right next to AV, you can see in the video different people in range, also notice that they(meteor dmg soakers) do not take dmg(animation does not show up on them) from aeroga4, or the video is just screwed up...
To Dawin, I like the idea... but there just isnt enough tanks honestly. Once it gets to 59% it can destroy a Paladin in a matter of seconds even with 1800HP. Yeah it is possible 2 PLD's could hold it and tank it successfully, but i wouldn't suggest anything less then 4 at any given time.
I know this is a huge long shot too, but depending on the Paladin, with merits and AF2 head, a Rampart rotation could be used as a mini stoneskin for Meteor. It would only be something like 300 or 350 damage but i think anything helps honestly.
With 4 Paladins and capped Rampart merits and AF2 head, that 3min of constant Rampart and only a 1min 10s recast left after that. If Paladins waited say 15 seconds after Meteor lands to use the next Rampart, that would maybe work
Cast time on meteor is probably as fast or faster than stun, so assuming that botting would react instantaneously to it, it wouldn't help if you were already performing an action when it started to cast, which you most likely will be doing, cause it's Absolute Virtue, not Cargo Crab Colin.