Why not both? That's what I did.
I guess it didn't occur to me because the additional damage from a single double weakened melee attack round is going to be fairly negligible.
With the amount of times reraise is needed, a guestimated 40 deaths leaves a huge window of opportunity. Now please excuse the 'negligible' damage, because it isn't, it really adds up. Anything helps, especially when it isn't causing a risk.
Simple math states 1200 damage if you hit for an extreme low average of 30 damage per death. How is 1200 damage negligible when you're killing it with Bio II and Drain? Let's add 60% melee accuracy for an extreme low ball, that's still 720 damage.
I low ball it at 30 damage because I used a Warp Cudgel (when it occurred to me, halfway through the fight) that melee attacks don't receive the crippling double weakness penalties that ranged attacks do. A Scythe or GA would wreck that bomb.
720 damage over the course of the entire fight is pretty negligible considering you'll be doing around 600 damage per reraise with DoTs alone. It's something, sure, but it's barely worth mentioning.
...What?
Did you pull that number from the sky? 600 damage per reraise with DoTs alone? Do tell.
Bio II Damage Tiers and max dot-dmg (not counting inital dmg)
Dark Magic Skill 200 - 210 = 5/tick = 200
Dark Magic Skill 211 - 268 = 6/tick = 240
Dark Magic Skill 269 - 290 = 7/tick = 280
Dark Magic Skill 291 - ??? = 8/tick = 320
No, it doesn't usually stick. When it does, it lasts for half duration at best, I stopped using it because it was causing my MP to barely be able to cast the next Bio II and Drain.
It's great that you think meleeing is negligible but honestly you don't have first hand experience while I do.
I'm simply trying to shave off a few minutes for people who are interested in this method. Not only that, but saving gil and experience points should be noted too. 40 melee swings easily adds MORE damage than multiple casts of Bio II which ultimately scratches AT LEAST two reraises off the tally.
Sorry for the argument, I wasn't going to let a valuable (and often misunderstood) concept of double weakness go unnoticed. Well, who knows how valuable (if at all) meleeing while double weakened is, but it helps here.
Originally I planned to bring BLM/NIN too. Luckily my OCDRK has oodles of exp at my leisure and coincidentally sped up the boring fight in my favor.
its been a while since i did this, but this is the only info i could find knowing i did this before.
we did it with 5 actually. 1 was a mule and the other was dual boxed.
http://img28.imageshack.us/img28/546...0919233140.png
the active pty members was a pld, sam, blm, rdm and another rdm
one of the mules was a thf, and we had skid poke it once and run away to afk it. and the other mule was... i think a drk with mp gear? i remember we had a backup stunner in case zenga's timer was down. like i said its been a while, but this is all i have on that subject.
this was our 1st fight and it was kinda bumpy, but the kills were no longer than 5-10 min. sometimes if the healing was half ass, i would die and it would take longer lol, but it was easy for the most part. i popped it with seigan and third eye and the pld just took it away from there. id give him about a min to build hate, than i'd go in with full TP and start spamming WS's. if stun was down from zenga, i would use hobaku or whatever its called but jinpu was ok dmg. i would share hate with the pld and voke it if he was getting beat on and have seigan do all my work for me. i didnt have much lvl cap gear, but we did fine. so im sure you guys will to.