If you consider RNG a melee job and include BLU in your strategy, theoritically speaking it's possible to beat Ouryu faster wihtout using any BLM.
Tank party - RDM/NIN, RDM/NIN, BRD, RDM, WHM
Melee party - SAM/THF, SAM/THF, SAM/THF, BST/THF (sycthe), BLU/THF, WHM/SCH
RNG party - RNG, RNG, RNG, RNG, COR, WHM
When Ouryu is on the groud (2 mins):
BST summons CC and place it next to tanks
SAM/THF and BLU/THF SATA on BST who then uses Snarl to transfer hate to jugpet
RNG build TP on worms
When Ouryu takes flight (1 min):
RNG unload TP and continue to range attack Ouryu
Melee party split into 2 groups (SAM/THF, SAM/THF, WHM/SCH) and (SAM/THF, BST/THF, BLU/THF)
Each group holds an elemental and build TP on it. Sleep the elemental right before Ouryu lands
COR and WHM sleep any worm that repops
I am not claiming this setup will 100% work and I probably got the flight/land time wrong plus melee will need a lot of attention if Ouryu has TP regen.
No.
Care to elaborate?
Btw how's RNG damage on Ouryu? The only thing I remember about using RNG in Ouryu fight is they have to get in range to use certain WS in order to make SC, but that's long time ago.
Lets use a strat that involves a pretty decentgil toss that is marginally faster than manaburn and has a decent chance of failure.
Sounds like something the 'best players' would do!!
The basic concept is the same. Ouryu is most dangerous on the ground because of absolute terror and hate reset. Assuming it doesn't have auto regain, SATA + WS or BLU spells are probably the best way to inflict damage without feeding too much TP to Ouryu. Plus they are likely to be more consistent than magical damage which is otherwise subject to elemental resist.
What do you mean by gil toss? The cost of CC is 12k per stack.
I agree it won't be as safe as manaburn though.
I guess the issue isn't if it's theoretically possible (which, tbh, it is likely a lot more difficult to nearly impossible); but whether it would even be worth it...
The fact is that it can be done with fewer people the blm way, and I highly suspect any sort of melee burn would improve the numbers. If it can be done with 7-9 or so people, then adding more will just quicken / clean up the fight even more.
Or you can just send your crack team to do Ouryu while the rest does something else productive...
This is probably the dumbest idea I have ever read. Awake Oreo = dead you. Just nuke it and stop trying to figure out different ideas because your LS has ppl that do not have mage jobs.
Sleep on ground and use mistral axe when it's flying. Problem solved.
But seriously, like everyone pointed out, fighting it with melee would probably be slower with the mp management you would have to go through to keep everyone up. I remember the first couple attempt we made, and it's not the kind of fight you want to do with melee.
If you zerg it, a ton of samurai is probably your best bet, but even if you manage to do it successfully and faster, the probability of a fuck up is too high.
On top of all the above replies, you might want to add the fact that being a PLD Ouryu has innate defense bonus so pretty much any physical attack not named "Cannonball" or "Tachi: Gekko" is going to do crap damage.
Damage wise, sneak attack + WS/BLU spells are more likely to yield better results in long run. I don't really know the exact number of SA G/K/Y or blu spells on Ouryu. BLU can land 800-1k SA cannonball on Tiamat with proper gear/buffs. I would imagine a well geared SAM/THF should pull off similar number. That's at least 1.5-1.6k damage (2x SA since Ouryu stays on the ground for 2 mins) per SAM or BLU for every land>flight cycle. I doubt any BLM is able to produce similar result consistently. Manaburn is still safer of course. More room for error plus BLMs are self-sufficient.
I guess the best approach is to combine both strategies. Bring 2-3 SAM or BLU/THF and a SATA partner (either BST or DRG) to kill Worms and unload TP on Ouryu, only sleep Ouryu in case of emergency.
Been a looong time since I did Ouryu but I'm pretty sure I remember it doing spike flail, probably not the best idea to plan this around SA.
If you do this can you post the video? Kinda want to see this attempted lol
you're assuming the pet will be in good position...
BST can command jugpet to stay in one place, i.e. next to tank on ouryu's front foot. Snarl still works even if jugpet is not hitting Ouryu, provided BST is on the hate list and within at least 12' range of jugpet.
The good thing about this strategy is you actually create a "pseudo tank" disposable every 5 mins and transfer all the hate generated by your SAM/THF and BLU/THF to your jugpet, even if your tanks get roared, it won't trigger spike flail.
Only time I saw a wyrm Melee Burn was a LS on our server who would use WAR tanks to kill Fafhogg (years ago mind you). Basically they'd use Club (Brass Jaganda usually)/ Ridill and True Strike it to death. Think the average WS was about 500 or so and they would WS pretty often. Wasn't the quickest thing in the world but it worked. Usually 30ish minutes or so and with probably at max 8-10 people. Can't imagine it would be ultra effective against Ouryu but might work.