Rock/Earth Crusher?
Rock/Earth Crusher?
A quick question for people who have done the m.acc staves...
What counts as an element-based status ailment? For example, would burn count as a fire-based status affliction? Would Pyrohelix?
Or do you have to use conventional status ailments, like slow/silence/paralyze/etc., rather than elemental DoTs?
Any suggestions for pet killshot on ghosts durring ice day/weather? Unless I can find a friend to sync to for xarc/beauc. I cant really think of anywhere that has a plentifull amount of ghosts nearby, or isn't located outside and requires nighttime. And ghosts just suck![]()
Kuftal is what I did for Pet: MAB Claws. There's iirc around 10 ghosts in the alcove where the Bastok 8-2 ??? is located. Its not outside, which is its only downside, but depending on how fast you kill you can usually go kill 1 or 2 more that roam in Kuftal before they respawn. Worst party is the crabs that might aggro, otherwise its the best spot I've found without level sync. Usually managed around 45 a day? Might be off, its been a while.
But Elegy/Threnody are debilitating status afflictions that do something, not just a simple DoT. I'm wondering if things like burn/pyrohelix/etc. are also considered status ailments, even though they have no special "effect", they're just DoTs.
(Well, the elemental DoTs cause a stat-down, but question still stands..)
Can't say 100%, but since there IS no other fire-aligned status (beyond Threnody), I don't see how Burn and Pyrohelix could NOT work. And since they couldn't make Burn/Pyrohelix work without having all the rest of the helices and elemental dots work... well, it seems like they should all be fine.
So is it just me that after starting to work on more then 1 of these staves that SE really needs to examine Hvergelmir and make it the prism staff that they have been hinting at? Really I don't see them giving use the ability to combine the current TotM elemental staves into one and even if they make synergy synth to create a prism staff out of level 51 staves then really do we really figure it'd be as good as the TotM staves? Hopefully the Empyrean weapons will have desperate paths at least one on the staff to go a mage route.
Aaah that's true I didn't notice that until you pointed it out. I guess then I'm not really sure maybe they need to add Rdm to it not like it'd hurt. Also damn I shouldn't type things after having too many drinks. XD
There's no reliable EP ghosts under consistent weather that I know of. Waiting for the day is the best you can do.
PUP/DNC with a Sharpshot automaton is the easiest pet-killshots setup I have found. Ghosts in Eldiem Necropolis are the most abundant/closest together although they suck big time as the entire area around them is filled with EP fomor/skeletons. Ice spikes is stupid and I am so sick of it. I have all but given up on my M.Acc claws because of these trials.
Can you level synch down and do it that way in Glacier/Pass/Xarc?
Lizard pet x2 on Strapper in mamook at E-9:
For anyone interested in their HP, I was able to one-shot one with 1190, but 1199 was not enough to one-shot another, and 1221 should be more than enough to one-shot them all. They have 54-55 INT, depending on level. Wiki lists these as only being Lv68. Kparser with sanction bonus:
Code:Mob/exp/count/time fighting Mamool Ja's Lizard 69 23 15.38 Mamool Ja's Lizard 72 24 13.34 Mamool Ja's Lizard 75 16 18.38
Just as a note, for the 75 beasts during thunder weather, there's a spot at E-12 just off the map that's better than that lone gigas, there's 2 gigas here. One you can safely camp w/o even getting close to any agro at all, and 1 a little further in.
You can bounce back and forth between both, or just camp the safe one.
No reliable ghosts, but I did Fei'Yin on SMN (since I can just port straight there from Sandy). It has ghosts that are mostly EP but sometimes TW, but ice weather is up a lot. You might have to occasionally just kill off the TWs so they can respawn as EP; about 2/3 of the time they'll pop as EP.
Mostly I did it because I had 3 trials going at the same time: ghosts under iceday/weather, and arcana/undead (no conditions). And Fei'Yin seemed a great place to get all 3.
I also did Fei'yin ghosts for 150 ghosts claw trial. A pup with stone V, 5 optimization merits, pet ACP body, the 2 MAB claws, and dual loudspeakers (instead of II and tranquilizer) can easily two shot ghosts with a 3 ice stone V > deactivate > non charged stone V, making it the most efficient way to kill them possible for pup. They do occasionally pop too weak, but if you got movement speed, or even without, its quite easy to grab a ghosts attention from a distance and out run it till it loses aggro after a minute or so, depopping it and hopefully repopping it as EP.
I used this combination to easily finish the trial, killing the EP ghosts in a particular area, grabbing any too weak ones with me and running to next area, kiting if needed til they lost aggro. Then I'd repeat in that area, then head back to first if needed to kill remainder of ghosts.
Of course, smn can't do the same kill in 20 seconds trick pup can, but i'm sure they have no issues killing ghosts quickly anyways, and would easily deaggro too weak ones. Ice weather is extremely consistant, with one ice weather lasting nearly 2 hours once. I'm going back there for my 150 undead trial, but will focus on the spectors as i never noticed any too weak ones, but are also two shottable by pup and are neatly clustered near each other, with a few ghosts nearby if I run out.
Main problem is the camp only really supports one person with pet killshots, due to dungeon repops. :s
It may have high but when in the hell does a mage need a melee weapon? They still the option to make decent Empyrean weapons for mages and not completely screw up like they did with Mythics and Relics. Almost 100% the Empyrean weapons will be augmentable why not have them get mage stats? Also I was thinking for Rdm and Whm SE could simply put mage related buffs on Almace and Gambanteinn.
The point is Empyrean weapons seem a perfect opportunity to create a one weapon replacing all elemental staves. With TotM they're taking the stupidity behind having eight staves further by forcing you to potentially break them into 25 staves if you want the best set up for every given scenario + job.