I wouldn't call it pinning exactly like in e.ron[s], but there's broken walls that you can kite around in sauro and batallia. If you're thinking to solo, I'm not sure how you'd pull it off with the cure4s, regen, stoneskin casting. I just tried it thanks to Thorny's suggestion and sam/rdm/brd combo is really simple to pull off. I played it safe, but with march2x, elegy, slow2, I could even ichi tank it, if I kept hasso/seigan down. I'm sure you can stick to Ni and use TE more, but I didn't want to chance it for my first time
I don't know of any place to solo Urd, but RDM/NIN duo bounce is pretty straightforward. I haven't attempted to solo Skuld, but RDM/NIN duo is doable. Pop it in Rolanberry and take it to one of the ramps near a fenced cliff, place on RDM up top and one on bottom, even with each other, preferably close enough to the ramp that it remains in casting distance while it bounces. The instant you see it use Chainspell, if both RDMs run along the fence away from the ramp, it'll get really confused trying to decide who to chase and basically just sit there. I usually sit at 40' distance and rebuff til it wears, then move back in.
You'll probably end up eating a spell or two before you get out of range, but if you've been keeping hate more or less even, one damaging spell should be enough to shift hate and confuse it long enough to get out of range. Remember you can still inch away while bound by changing gear rapidly, and use the targeted sidestep to run a bit faster while weighed down. MDT- gear will up your survival rate considerably.
I think someone posted that they managed a solo around the lake in Rolanberry, which I could definitely see being possible; would need good damage reduction sets to pull it off though, and even with those I don't see a 100% success rate being attainable due to Chainspell just being a random shitfest from a mob like this. Urd I just don't see being possible without /SCH, so we'd probably need to find a pin before that becomes feasible.
The trees around the eastern lake in rolan might work. I haven't actually attempted Urd, just know it confuses the hell out of Skuld.
Example, crossing red line causes a loop.
Spoiler: show
Also about Skuld chainspell, it always tries to cast on you even if you're 30+ away from it, so it locks up on chainspell.
Quick question, sorry if it's been mentioned so far, didn't see it if so:
Can krabkatoa be pulled from near KRT to the J-7 fence, or will it depop after a certain distance from where it's called?
Sauromugue Champaign present-day (I-6) has a good spot to pin. It's not a perfect spot since if the NM gets too close, you need to make a loop around to re-pin it, though. I just finished soloing Urd on RDM/DRK using this. I went /DRK for stun on Cure IV, but turns out you don't need it.
When it trances, it has to complete the 4 WS combo ( Zephyr Arrow > Lethe Arrow > Cyclonic Turmoil > Cyclonic Torrent) before it tries to do anything else, including all spell casts. If you continually pin it and maintain a ~15' distance, it will not use any WSs. You can still get really fast casts off like Poison and Bio so you pretty much just run it back and forth, keep 15'+ distance, and DoT it until it dies. Log says it took 47 minutes including the pull. Should have exactly 15,000HP assuming 0 natural regen.
I never attempted to nuke it (assumed damage would either be 0 or suck), but I suppose you could speed it up a bit with Chainspell nukes.
EDIT: pic
http://img196.imageshack.us/img196/6...3014253.th.png
To the immediate left of me in the pic where the corner of the wall is, the mob will turn when you cross either side of it.
I read somewhere that Yilb only uses meteor if hate is coming from front. Is this true?
Also, which side is preferred to tank on? Right/Left or behind?
It uses meteor regardless if it wants to. Best current theory to my knowledge is that it's just a low cast rate and/or can only be done while bio aura is up.. most fights it won't even cast it. There are varying reports of damage as well, a friend of mine has a screenshot from a pickup run with mages taking ~200 from meteor, while we had one randomly do in the 1200 range to people with shell when it was hitting near max targets as well. Tank from the back, knockback is irritating.
OK -- I skimmed through the thread and I found some base strategies, and I have some questions on setups:
We have 12 members. We all have a diverse job pool, and I want to know which is better for each T3 and then T4.
Assume that everyone has PLD, BRD, and BLM leveled.
Krabkatoa:
PLD/NIN
PLD/NIN
WHM
BRD
RDM
SCH (He has MNK, BST, SCH, BLU, WAR, PLD)
BLM
BLM
BLM
COR
SAM/THF
SAM/THF
Alternate?:
MNK/NIN
MNK/NIN
WHM
BRD
RDM
BLM
BLM
BLM
BLM
COR
SAM/??? (Thf or nin?)
SAM/???
Blobdingbad:
Same as above (This is what we did last night, very easy fight, took about 20-30 minutes)
Alternate?:
Same as above with MNKs instead of PLDs
Verthandi - Tank PT
PLD
PLD
RDM
WHM
BRD
SMN party
BST
BST
SMN
SMN
COR
SMN
BLM
THF
Alternate?:
Verthandi
BST
COR
BST
BST
BST
BST
BST
SMN
RDM
BRD
SMN
SMN
SMN
RNG
RNG
WHM
THF
Lord Ruthven:
PLD
PLD
WHM
BRD
RDM
SCH
RNG
RNG
RNG
RNG
COR
WHM
Alternate?: All pet burn ?
Orcus:
I have no idea for this one.
Yilbegan:
PLD
PLD
WHM
BRD
SCH
BLM
BLM
BLM
RNG
RNG
COR
You didn't read shit, your shell sucks, your shells rules suck, and did you really need to make a 80 line post to list (shitty) job setups?
Verthandi:
SAMx2, BRD, COR, RDM, WHM
Orcus:
Bloodtank x2, lots of support, whatever damage you want
Krab:
MNKx2, BRD, COR, RDM, WHM
Ruthven:
RDM/NIN x2, BRD, WHM, as many SMNs and RNGs as you have extra
Blob:
Lowman: RDM RDM RDM BLM BLM BLM, BLMs sub WHM and one RDM does diaga. RDMs nuke blob, kills in about 30 min. Can cut out one BLM and one RDM if you have balls.
Normal: MNK MNK BRD COR RDM WHM - BLM BLM, BLMs nuke adds and the RDM diagas them. 10-15 minute fight.
Yilbegan:
PLD BRD COR RDM WHM SCH + as many SMN and RNG as you have extra
Additional Notes:
Given you have more than 6 people, for verthandi you can add summoners, for krab and blob add blms, and for ruthven and yilbegan add either SMN or RNG. Anything works on orcus, the key is making sure you have enough support for your tanks.
Really not sure why I'm helping some dipshit who's exploiting their servers gimps and can't even bother to read the thread themselves though..
Not sure, either, you asstwat. Could you stop being a douche for even 1 post?
It's hilarious, the amount of e-peen you think you get from acting the way you do. I'm not exploiting anyone, we're doing well and having fun and trying things out. Stop putting us down just because you have more experience and knowledge on the subject.
I'm putting you down because this is about your tenth post asking for setups for these mobs when I outlined the most efficient manner of killing each of them as it was made clear to me. If you bothered to read the thread, you wouldn't have needed to ask that, and listing every job on a single line for 6 seperate setups is just fucking obnoxious.
Yes, your system is exploiting people, did you even calculate gains/losses in your point system? You personally will be at every run, and as such, be able to take any item you want.. that's called extorting retards. The only people who stand to get anything from pops other than their own are those who've never missed a run.
Right, because 2 now equals 10 in the Land of Thorny?
And a point system is now extortion? I fail to see the connection. Considering I am trying to make this a fair system to reward everyone and not some I-pick-and-choose-who-to-lot-what. How is this any different from what Shell leaders do in a DKP system? The leaders are at nearly every raid and they generally have the most points, and DKP is what most end-game linkshells are on. I went through 15+ pages of a 42 page thread and got jack shit besides MY SERVER IS DOWN, HOW 2 DO THIS?? And WE GOT DOUBLE RING ZOMG.
The problem isn't point systems, it's the way yours is set up. In an average t1->t4 cycle:
T1 x4
T2 x20
T3 x4
T4 x1
Assuming you have 10 people present for all of it(though I doubt a group led by you could kill half the T3s with 10, much less yilbegan), you've just generated 560 points. Being generous and saying each drop is 20% and 2 of the T2 drops per cycle will actually get purchased, you have an outgoing:
2 * 20 = 40 for t2
(40 * .2 * 2 * 4) or 64 points for t3
(60 * .2 * 3 * 1) or 36 points for t4
If your system generates 560 points in the time a total of 140 are spent, it has a huge inflation rate and will never be fair. The people who were in it the first run have a massive advantage and it's simply taking advantage of idiots. Point systems need to be based on something more than 'ooh i can give a point per tier, it looks pretty and it's simple to add up!'.