nothing to see here, just showing off my new sig
nothing to see here, just showing off my new sig
You bastardI just posted that for lols sake.
Sorry Arxi XD
Yes that tp set looks much better, some einherjar mobs can be fairly evasive. In your first tp set using red curry you would've fallen short of accuracy cap on some sets of mobs. In your current set you have around 390 accuracy (I don't know exactly because I guessed at an 75 elv sam's dex and assumed you have 8/8 gkt merits). With pizza on top you have 430 which would be the typical target for a merit party at MMJSP. If you can, get your hands on a justice torque as it would be the largest upgrade you can make to your tp gear (if finding it hard to buy then you should have no problems 6 manning it with a G horn bard and there is scope to make some money selling the useless Fortitude Torque).
I think it was discussed a few weeks ago, and was decided that rajas was the optimal melee ring for a pld fighting HNMs. That was the point I was trying to hint at in my last post. At the risk of turning it into a huge "sattva is useless" debate it really has no use other than a macro piece for enmity. For cure swaps it can be replaced and the agi/vit have no use what-so-ever.
What is the setup for a 6man joj? 2-3 blms to take care of pops/nuke, 2 ppl to hold jol and brd?I know a couple ghorn brds so I may be able to trick one of them.Spoiler: show
From some drop thread.Originally Posted by Thorny
Well only job I was assuming you have is pld so: PLD RDM BRD BLM BLM BLM
It can be done without PLD and without a 3rd BLM but it would take a hell of a lot longer. The 6 man setup doesn't require G horn but does need good blms (obviously G horn gives much more margin for error in terms of nuke selection and will allow some extra nukes on JoJ to speed it up. Have rdm sub nin and keep hate higher than the blms on JoJ incase it charms you, other than that its just a slow fight of melee/atonement with rdms and blms using any extra mp to nuke.
SAM tank x2 will do much more damage to JoJ and result in a quicker/safer fight(no one shot moves means a DD tank is going to be more efficient than a PLD anyway). Additionally, it can charm twice before the first wears(albeit not for a long time), which would fuck up your blms and brd.. I'm not trying to say your setup doesn't work, but it has some pretty noticable flaws. If you're only saying that because you just assumed he has pld and would otherwise use a different setup, disregard i suck cocks
If you had a G horn I'd definitely go for 2x Drk/Sam/War/Drg over the 3rd Blm and a Pld. My setup was based on a non-relic brd which does require 3 Blms to keep a comfortable margin on adds. I know charm can last over 2 minutes on JoJ but if the rdm were to take hate after the sam had been charmed I would have assumed he wouldn't feed it any tp until the sam did uncharm. My setup was really based around the principle that an aegis pld can gear to DD 100% on a mob like JoJ and put out respectable numbers when there is just a rdm/nin in reserve to tank.
You could certainly change the strat to: Sam Rdm Brd Blm Blm Blm but it would put more pressure on your rdm.
BLM/SCH x2 keeps up with adds.
BLM/SCH is very niche, but works great here. It alleviates most of the MP strain and will eliminate need for a 3rd BLM or a BRD. If your mages don't have /sch(even blms), they should get on it anyway.
Just curious, have you actually done this setup? Everything I have seen points toward charm being time based.I know charm can last over 2 minutes on JoJ but if the rdm were to take hate after the sam had been charmed I would have assumed he wouldn't feed it any tp until the sam did uncharm.
Unnecessary.You could certainly change the strat to: Sam Rdm Brd Blm Blm Blm but it would put more pressure on your rdm.
Blm/sch's extra mp efficieny is great but it provides no buffer against things going wrong and this will be a protracted fight (number of people x margin of error = something going wrong). 3 Blm/rdm with its own form of reraise and a brd or sch + rdm is the only serious way to approach the fight without G horn.
It can be 4 manned with a G horn but it depends on the people you are doing it with and the risks you are willing to take on each popset. 6 person setup I listed is a *guarenteed win whilst accounting for reasonable fuckups.
You didn't answer my question about charm. I have done it with my listed 6man setup and no trouble, but everything I've done seems to imply that charm is time based as opposed to HP or TP based(zergs only getting one charm implies it isn't hp based, charm immediately after tp moves implies it isn't tp based). Both of my SAMs have been charmed at the same time as well, so if it is indeed time based that kind of throws out any 4-man setup. If your setup is just theoretical then you need to take that into account.
The beauty of smallmanning things is people are on their toes and make less mistakes; plus, you wouldn't take bad players to such a smallman setup. In this setup only the BRD can be sorta bad, as long as it keeps songs up.Blm/sch's extra mp efficieny is great but it provides no buffer against things going wrong
I haven't done a very low man setup, but the charm seems to feel inifinitely longer than in dynamis or einherjar (it can definitely last over 90 seconds). I am sure it is tp as I expierenced fights with 2 melees charmed at once but if you were unlucky enough to get 2 sams charmed at once the rdm would have a hard time.
I have never used less than 4 blms for this fight, but it was a very long time ago and well before sch. The fight ended up being a rush to kill before the blms mp finally gave in with just a bard for support so I couldn't give give a very accurate account on how 2 blm/sch would perform but an untimely freak resist could result in a taru blm getting killed (I'm guessing) and in a protracted fight I wouldn't want to ignore that possibility. I suppose the tradeoff between an extra blm and an extra sam negates eachother because of the potential for resists or charms in quick succession.
Again, my initial suggestion were based around utilising an Aegis pld and thinking 3 blms was the minimum for a safe non-relic attempt.
How would a RDM have a hard time? The BLM not on add duty can just Sleepga II the SAMs. RDM can tank JoJ fine (in fact, better than SAM). Killspeed's just on a hold for a bit until SAM decharm. And yeah, the charm can last quite a while.
Wouldn't even require sleepga as hopefully sams are subbing war (otherwise war/nin and drk/nin make arguably better tanks) as sleepga will only hit 1 PC at a time. Like I said my basis for the blms duty is based on experience from a fairly long time ago and I didn't realise just how much of a different new gear/SJs would improve mp efficiency. Back when I did with 4 blms + rdm handling adds it was a struggle to get JoJ's hp down fast enough (blms were slowly losing mp throughout the course of the fight) but things have changed since then.
Did you read anything I said? I gave an actual setup that I have used before and gave proper reasons for believing it is time based(I could also mention that charm is his 2hr as more evidence against it being tp based), as well as my experiences. You basically said 'NO U' with your theoretical bullshit. I have had 2 tanks charmed at once using only blm damage for JoJ as well as adds which severely limits tp. SAM/NIN is a more effective tank than war/nin or drk/nin if you aren't super buffed(especially when you consider jailers are immune to stun).. it has seigan to fall back on as well as superior damage.
I didn't really expect more from someone stupid enough to wear ace's with a merman's earring and cerb+1 though.
A melee that fights a mob of JoJ's level and only gets two march songs and possibly a Dia III better be a Gekko SAM eating pizza +1. I'm a WAR fan, but WAR needs a little bit more pDIF boosts to overtake SAM in damage. 6-hit Gekko > 7-hit SC (Berserk down)/RR (Berserk up). With pizza +1 accuracy should be capped but pDIF gets left behind. DRK, eh, no. DRG has Angon, but Berserk is a little better so for DD tanking this I'm going with (pick 2) SAM > WAR > DRG > DRK, though having 1 DRG boosts the other non-SAM melee.