|
Sinister Reign!
Lakshmi.Byrth
VIP
サーバ: Lakshmi
Game: FFXI
Posts: 6184
By Lakshmi.Byrth 2015-09-24 13:08:06
Personally if its a pug i'd take a non shooting cor over another melee any day. Messing up using 2 rolls is pretty hard to do, messing up playing a melee properly seems to be something 99% of pugs can do. I'm not a big fan of melee strats that use more than 1 melee as is though.
A lot of DDs just get in each other's way and mess up skillchains, but that includes DD CORs. Honestly I almost didn't suggest BLU because they're almost as WS spammy as SAMs at this point, but have fewer skillchain options and benefit less from TP overflow. Those are all fine for single DD setups, but they're bad for group play unless the party is designed to compensate for it.
サーバ: Asura
Game: FFXI
Posts: 3213
By Asura.Failaras 2015-09-24 13:11:24
Asura.Floppyseconds said: »Well, he's saying he'd rather roll the dice (ha-ha!) on a random COR over a random melee that probably isn't very good. I agree with this; even with all the enhancements to BLU, most find a way to still not be very good.
Yeah, but Fail won't invite me because he doesn't want to have to stop scoffing at Tizona :P I actually called Tizona good in the blu thread, are you proud of me?
Quote: BRD is super overrated. Honestly for SR I consider it a waste of a spot anymore. I like Madrigal a lot for SR, it frees up Hunters Roll and/or Torpor to be used on much better buffs. MG can and does get dispelled also. I find Brd to be a great job for SR because of the ease of putting buffs back up after dispels, not having to deal with Knockback/Bind like Geo does, and that they are actually good Accuracy buffers.
サーバ: Asura
Game: FFXI
Posts: 3213
By Asura.Failaras 2015-09-24 13:38:57
Asura.Floppyseconds said: »Asura.Floppyseconds said: »Well, he's saying he'd rather roll the dice (ha-ha!) on a random COR over a random melee that probably isn't very good. I agree with this; even with all the enhancements to BLU, most find a way to still not be very good.
Yeah, but Fail won't invite me because he doesn't want to have to stop scoffing at Tizona :P I actually called Tizona good in the blu thread, are you proud of me?
Quote: BRD is super overrated. Honestly for SR I consider it a waste of a spot anymore. I like Madrigal a lot for SR, it frees up Hunters Roll and/or Torpor to be used on much better buffs. MG can and does get dispelled also. I find Brd to be a great job for SR because of the ease of putting buffs back up after dispels, not having to deal with Knockback/Bind like Geo does, and that they are actually good Accuracy buffers.
Even then another GEO still be better than a BRD and free up using Topor from the other GEO, by using Topor. :P
Fail, you 1/1ed my Carmine +1 feet with support and love booze too. Of course I am proud of you. You're basically trading a Bard using Madrigalx2 March for a Geo using Torpor Haste given that you can't depend on MG being up in that event. The only difference between those two jobs is one has to be in melee range, can get his buffs destroyed, gets knocked around outside of buffing range pretty often, and just in general is less reliable.
サーバ: Asura
Game: FFXI
Posts: 3213
By Asura.Failaras 2015-09-24 13:44:33
You wouldn't gain any Attack because you'd be using a Geo anyways. Entrust can work if you use Precision and entrust Haste but depends. I don't know why you think a Geo shouldn't get knocked out of bubble range, SR has an excessive amount of knockbacks that are also combined with things like bind that make it extremely hard to re position instantly.
サーバ: Asura
Game: FFXI
Posts: 3213
By Asura.Failaras 2015-09-24 13:48:56
The issue isn't the mob moving it's the Geo moving.
サーバ: Asura
Game: FFXI
Posts: 3213
By Asura.Failaras 2015-09-24 13:51:53
How is Ritalin going to stop a knockback?
Lakshmi.Buukki
By Lakshmi.Buukki 2015-09-24 14:01:14
Personally if its a pug i'd take a non shooting cor over another melee any day. Messing up using 2 rolls is pretty hard to do, messing up playing a melee properly seems to be something 99% of pugs can do. I'm not a big fan of melee strats that use more than 1 melee as is though. A lot of DDs just get in each other's way and mess up skillchains, but that includes DD CORs. Honestly I almost didn't suggest BLU because they're almost as WS spammy as SAMs at this point, but have fewer skillchain options and benefit less from TP overflow. Those are all fine for single DD setups, but they're bad for group play unless the party is designed to compensate for it.
Ok Byrth I said I WAS SORRY MAN WHAT THE HECK!!!!
Lakshmi.Byrth
VIP
サーバ: Lakshmi
Game: FFXI
Posts: 6184
By Lakshmi.Byrth 2015-09-24 14:10:07
COULDA BEEN A 30K SKILLCHAIN IF WE DIDN'T BRING A GALKAN GEO!
GODDAMNED FLASH NOVA
FLASH
NOVA
Carbuncle.Skudo
サーバ: Carbuncle
Game: FFXI
By Carbuncle.Skudo 2015-09-24 14:13:32
30K ONRY!?
Lakshmi.Byrth
VIP
サーバ: Lakshmi
Game: FFXI
Posts: 6184
By Lakshmi.Byrth 2015-09-24 14:16:52
WE WILL NEVER KNOW! MAYBE WOULD HAVE GOTTEN A 1.5x MULTIPLIER!
GARRRRRRKAAAAAAA!!!!!!!!!
Lakshmi.Buukki
By Lakshmi.Buukki 2015-09-24 14:45:02
to be fair, I was BLU, and I meant to Moonlight spam and hit the wrong button. Was a fat finger moment.
Besides, it's Tye's fault. HE TOLD ME TO GO CLUBS.
Phoenix.Capuchin
サーバ: Phoenix
Game: FFXI
Posts: 3584
By Phoenix.Capuchin 2015-09-24 14:59:32
Asura.Floppyseconds said: »If I want to do dmg as Cor in SR does my SJ matter much? Could I go /rdm to help support a bit more and buff myself with flurry or should I go /rng?
/dnc
While I'm a big fan of COR/DNC when possible, I've also seen a lot of melee CORs get killed in SR, and just be a hassle in general with status effects, Amnesia, etc. This is one of the situations I kinda prefer just keeping the total safety of ranged COR and I personally like to go COR/RNG. I find my damage output is quite similar to /DNC with immensely reduced risk and stress.
That being said, I tend to COR when we do pet-focused runs so I'm not really buffing other melees, and I am buffing pet jobs. Even post "nerf", a good BST puts out some really good damage in there. Our old standby setup is PLD or RUN, GEO, COR, BST x2, and one of WHM/RDM/SCH. With two really good BSTs I'd estimate ~8 min clears on average with almost zero risk. I put up Beast/Drachen at start, move aside and get my own rolls up (by the time I even have full buffs on myself we're often finishing NM #1), and shoot away. Occasionally I'll have to redo BST roll on last NM, often we can kill even before initial roll wears.
COR also remains a good pew-pew option if you're in a strat using RNGs + tank. Sit back with the rangers, you all get the same buffs, shoot away.
In any case, COR DD output is somewhat luck-dependent on drawing enemies that aren't super resistant to COR's WS options (Teodor and Super Arciela kinda suck). But if you get the right mobs, look out.
Lakshmi.Ryanx
サーバ: Lakshmi
Game: FFXI
Posts: 712
By Lakshmi.Ryanx 2015-09-24 15:05:49
Hey random question. how much did they raise the drop rate of trusts in this? also I have cor if anyone wants me for SR I just do rolls and quick draws.
Asura.Loire
サーバ: Asura
Game: FFXI
Posts: 563
By Asura.Loire 2015-09-24 15:19:44
Hey random question. how much did they raise the drop rate of trusts in this? also I have cor if anyone wants me for SR I just do rolls and quick draws. Feels closer to 1/5 chance now instead of the 1/10 or 1/20
サーバ: Asura
Game: FFXI
Posts: 3213
By Asura.Failaras 2015-09-24 16:48:48
Quote: While I'm a big fan of COR/DNC when possible, I've also seen a lot of melee CORs get killed in SR, and just be a hassle in general with status effects, Amnesia, etc. This is one of the situations I kinda prefer just keeping the total safety of ranged COR and I personally like to go COR/RNG. I find my damage output is quite similar to /DNC with immensely reduced risk and stress. While I don't personally play Cor I know that I've been in general happier with Cors shooting than Cors meleeing in Sinister so far. This is obviously my experience and may just be the shooting Cors I've went with were simply better than the melee ones. TP gain doesn't even seem that bad now since it has so much Triple Shot from JPs.
Phoenix.Faloun
サーバ: Phoenix
Game: FFXI
Posts: 81
By Phoenix.Faloun 2015-09-25 03:54:13
Quote: While I'm a big fan of COR/DNC when possible, I've also seen a lot of melee CORs get killed in SR, and just be a hassle in general with status effects, Amnesia, etc. This is one of the situations I kinda prefer just keeping the total safety of ranged COR and I personally like to go COR/RNG. I find my damage output is quite similar to /DNC with immensely reduced risk and stress. While I don't personally play Cor I know that I've been in general happier with Cors shooting than Cors meleeing in Sinister so far. This is obviously my experience and may just be the shooting Cors I've went with were simply better than the melee ones. TP gain doesn't even seem that bad now since it has so much Triple Shot from JPs.
I personally play cor, able to shoot and melee. And tried melee COR in SR yesterday, was doing same dps as the SAM, and never died.
(Melee COR gives a lot lot lot lot more dps than shoot, the triple shot JP give you bonus while under triple shot ability, it's good, but not that awesome)
Lakshmi.Lenus
サーバ: Lakshmi
Game: FFXI
Posts: 517
By Lakshmi.Lenus 2015-09-25 04:34:59
I feel bard is still a needed job in any situation. Geo kinda falls off w/o the lack of refresh if luopan's just die too fast, or you're wanting to nuke or toss some cures. Geo-Refresh barely makes up for it compared to 3 ballads, and you give up a buff slot for that on geo and I feel its wasted in a melee setup to use entrust refresh.
I still like our 5-6min setup with PLD/WHM/GEO/BRD/COR/DNC, and Byrth just does everything for us.
[+]
Phoenix.Faloun
サーバ: Phoenix
Game: FFXI
Posts: 81
By Phoenix.Faloun 2015-10-03 06:49:27
I recorded our last run of SR melee setup(RUN+WHM+GEOx2+SAM+COR)
The SAM and the COR were the DDs, skillchain spam.(I tried Nuke setup, pet setup, and some random DDs setup, and SAM+COR as DD is the fasters I did)
On the video, we mess up on August, inverted who close skillchain at certain point(twice), but still fun :)
YouTube Video Placeholder
Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10068
By Asura.Sechs 2015-10-05 01:20:17
Quoting myself from another forum.
Over time I kinda started to believe the augments in SR work a bit different from other augments in this game.
I don't think there's a real randomization/roll of the augments, but a fixed table, and what is rolled is the ID in this table, with a resulting different item and different augments.
Since I'm not very good with these things, allow me to make an example.
A "real" roll would mean that each time an item is decided, each of the 4 possible augments is "rolled" with a resulting different stat (4 different rolls, from 0 => no stats, to X => perf stats, no clue which number corresponds to perf of course. At least one non-zero roll is guaranteed).
What I think happens is that each item has a certain number of possible outcomes into a table, not sure how many, could be 12, or 30, but it's a fixed and I think small number.
For instance:
Item One
1) STR +1
2) STR +1 DEX +2
3) STR +2 DEX +3
...
8) DMG +1 STR +6 DEX +4
...
16) DMG +17, STR+10, DEX+10, something+5 (perfect)
Fake numbers of course, and it could be 30 entries in the table for all I know, but I think it's not that big of a number in the end.
A dice is cast, a "roll". According to the number you get, you'll receive an item with the related, fixed, pre-decided stats. A single roll.
Such a theory would explain: Why I got so many times the same item with the same, identical stats
Why perf aug items are more common than what you'd expect
In particular about the second point. I can say that perf augments are not that rare at all, I've seen plenty. Most of the times they're not the ones I wanted, but I've seen really a lot.
And getting perf augs with a single roll at play should be statistically more common than getting perf augs with 4 rolls at play on the same number? Not sure on this point, my math skill are lower than those of an elementary school kid.
So... thoughts on this?
Asura.Saevel
サーバ: Asura
Game: FFXI
Posts: 9910
By Asura.Saevel 2015-10-05 04:12:32
Been doing a ton of SR since starting back up. Our setup so far is
PLD
WHM
COR (rolls only, PLDs mule)
BLU
BLU
GEO
GEO does Vex + Fury and the BLU's rotate who's turn it is for Diffusion MG. Most runs are done in 5~6 min with 60~ 90 seconds spent on buffs at the start. One MG lasts the whole run.
This method has worked with every combination of NMs and we've just steamrolled everything.
Bahamut.Foreverj
サーバ: Bahamut
Game: FFXI
Posts: 332
By Bahamut.Foreverj 2015-10-05 11:58:31
Been doing a ton of SR since starting back up. Our setup so far is
PLD
WHM
COR (rolls only, PLDs mule)
BLU
BLU
GEO
GEO does Vex + Fury and the BLU's rotate who's turn it is for Diffusion MG. Most runs are done in 5~6 min with 60~ 90 seconds spent on buffs at the start. One MG lasts the whole run.
This method has worked with every combination of NMs and we've just steamrolled everything.
My setup is with 2 bstmasters instead of 2 blues. At our best it's 8-10 mins runs if the bsts are good.
Well seems like bsts setup can't beat blues setup time
Asura.Ghanni
サーバ: Asura
Game: FFXI
Posts: 73
By Asura.Ghanni 2015-10-05 12:24:16
Been doing a ton of SR since starting back up. Our setup so far is
PLD
WHM
COR (rolls only, PLDs mule)
BLU
BLU
GEO
GEO does Vex + Fury and the BLU's rotate who's turn it is for Diffusion MG. Most runs are done in 5~6 min with 60~ 90 seconds spent on buffs at the start. One MG lasts the whole run.
This method has worked with every combination of NMs and we've just steamrolled everything.
My setup is with 2 bstmasters instead of 2 blues. At our best it's 8-10 mins runs if the bsts are good.
Well seems like bsts setup can't beat blues setup time
I probably did my first few dozen runs as Bst and they usually took between 8-14 minutes depending on the rest of the set up. I've had the luxury of playing with some really bad Bsts though. This one time we had a Bst who refused to use Randy because he "Only does damage" and proceeding to use the NQ cricket.
Recently I've been going as Cor with something along the line of Tank/Healer/Geo/Cor/Blu/Blu or Thf and not only have the runs been a ton more enjoyable we usually finish between 5-8 minutes.
サーバ: Sylph
Game: FFXI
Posts: 465
By Sylph.Dravidian 2015-10-05 12:31:41
Melee runs are amazing in here. Sadly, they were amazing before even the bst nerfs, just no one wanted to do them. Our setup is almost the exact same as Ghanni, either blu/blu or blu/thf for our DD. Really want to try out a ranger/cor burn someday though.
~ WARNING! ADOULIN SPOILERS AHEAD! SCRAM IF YOU CAN'T DEAL WITH THAT! ~
I can't begin to describe how much I love this new event. The ease of getting into it, the challenge and chaos of the fights themselves, and the very satisfying reward system make this, to date, probably the best event they've ever made. Anyway...
SINISTER REIGN!
Prerequisites:
You can participate if you've beaten all Seekers of Adoulin Missions and viewed the final cutscenes. Again, this means there are spoilers if you haven't progressed in the missions.
Getting Started:
You need 3-6 people in your party to enter. Trusts cannot be used. In Ra'Kaznar Inner Court, by the entrance to the Turris (BC), there is a new Home Point and NPC named Malobra. After an introductory CS, you can purchase an entry KI for 5k bayld. All party members need this KI to enter. You can get KIs and re-enter as often as you want.
Let's Get Down to Business!
You will be fighting in 3 rounds against random good guy NPCs from Adoulin Missions, one at a time. Of these 3 rounds, there are 3 possible enemies you can face. The content level is 130, and I'd consider it roughly as challenging as Vagary. If you lose, you get nothing. If you win, speak with Malobra for your rewards; more on that further down.
General Tips:
- Seeing as this is content level 130, you will want some form of buffs and a good amount of accuracy/magic accuracy.
- Most of these enemies specialize in magic attacks, and most are focused on a single element. Melees would be best going /RUN.
- Hate reset is a common theme as well, so plan accordingly.
- Like most content, focusing your strategy on either melees or on mages is your best bet.
- Many enemies here have attacks adding Dispel, Silence, or Amnesia. I'm having a hard time keeping track of what each individual move does since there are a ton that are new.
- In each fight, I've included which Rune/Barspell to better manage these enemies.
THE BATTLES!Adoulin Character Spoilers ahead! ROUND 1:Arciela & Ygnas --- Ingrid --- Darrcuiln
ARCIELA & YGNAS:
- Ygans need not be killed, he will automatically fall when Arciela does. His HP is very low (maybe 30k?), but he does have a self-healing move that recovers around 7k HP.
- Ygnas will weaponskill anytime Arciela does.
- Arciela herself functions almost identically to the trust. Seems to have a few perks like added effect: stun, flash.
- Apparently less resistant to Light/Wind/Thunder/Fire during her Light phase, and less resistant to Dark/Ice/Earth/Water during her Dark phase.
- Will not give chase and can only deal magic damage (most of which is Light).
- As a RDM, has some MDB traits.
- Uses RDM spells including enfeebles, buffs, and tier V nukes.
- Rune: Tenebrae. Barspells: Barfire/amnesia.
INGRID:
- Most aggressive of the Round 1 bosses.
- Uses Divine nukes, Judgement, Realmrazer, Flash Nova, as well as a unique aoe Drain/Amnesia move. Can cast Haste 2 and also has a self-buff move called Self Aggrandizement.
- As a WHM, has some MDB traits.
- The only boss in the whole event who uses regular melee swings, and interestingly, has counter.
- Rune: Tenebrae. Barspells: Barfire/Amnesia.
DARRCUILN:
- Of most significance is his move called Stalking Prey, which does 10.0' aoe hate reset and terror. Most of his other moves are wind-based and largely inconsequential.
- Poorest magic evasion of all bosses, mages do exceptionally well against him.
- Appears to have the highest physical evasion of all bosses.
- Likely considered a Beast.
- Rune: Gelus or Flabra. Barspells: Baraero or Barstone.
ROUND 2:Rosulatia --- Teodor --- Morimar
ROSULATIA:
- Is assisted by 3 vines, which use normal melee attacks, can travel, and use enfeebles (often Bind/Gravity). Vines will WS simultaneously if given TP.
- Vines die automatically when she is killed, though they will not respawn if killed. They have estimated 20k HP and can be slept consistently.
- Rosulatia herself uses all earth attacks, including her regular attacks and various nukes. She also can cast Break.
- Baneful Blades is a powerful % based attack (50% max HP?).
- Dryad's Kiss with dialogue erases all bad status and gives her Haste and Regain.
- Wildwood Indignation transfers all negative status to the target; be careful to not use powerful helixes, Impact, Elegy, etc.
- Infected Illusion is directional Charm, which also resets hate even if you avoid it.
- Matriarchal Fiat is hate reset + damage.
- I recall Bind as a status from regular attacks.
- Poorest physical evasion of all bosses.
- Likely considered a Plantoid.
- Rune: Flabra. Barspells: Barstone/Petrify.
TEODOR:
- Coolest NPC in the game. You and your friends will never be as cool as Teodor.
- Regular attacks can Dispel, Silence, Drain.
- Can cast tier V nukes and Impact.
- Likely considered Undead.
- Uses Start From Scratch to remove all debuffs and gains a dark aura, as well as a large number of shadows (like Colkhab/Muyingwa; aoe won't strip). He can use this move even when not debuffed (or possibly, it is triggered by GEO bubbles as well).
- Frenzied Thrust is physical conal + dispel.
- Sinner's Cross is strong physical aoe + bind.
- Open Coffin is single target dark attack + bio.
- Ravenous Assault is aoe drain.
- Hemocladis is a powerful dark attack with amnesia, when aura is up. Aura goes down if he uses it.
- Seems to possess a native MDT, mages have observed reduced damage, not including frustration from his shadows.
- Slightly higher physical evasion than most other bosses.
- Rune: Lux. Barspells: Barfire/Amnesia or Barwind/Barsilence.
MORIMAR:
- Poorer physical/magic evasion/defense than most other bosses, but posses powerful weaponskills. Very dangerous to be in range of WSs without serious protection.
- Regular attacks seem to be all physical; one of them cuts your TP in half, one has bind.
- Camaraderie of the Crevasse is hate reset, and many buff dispel, and TP reset.
- Arduous Decision is aoe physical, with added silence.
- Vehement Resolution clears all his debuffs and gives him a steaming rage aura. Seems to give him some regen and possibly improved double attack.
- Into the Light, extremely powerful physical aoe attack. If a double attack procs, he can easily kill melees not wearing defensive gear.
- 12 Blades of Remorse, used only with rage aura. I forget what this one does, sorry.
- Rune: Ignis I suppose. Barspell: Barblizzard.
ROUND 3:Super Arciela --- August --- Sajj'aka
SUPER ARCIELA:
- Significantly stronger than her round 1 version; Magic evasion skyrockets and all of her normal attacks and WSs have been turned into aoe attacks. Knockback, Terror, Paralyze, Amnesia, and Bind are among her frequent bad statuses from attacks and WSs.
- Apparently less resistant to Light/Wind/Thunder/Fire during her Light phase, and less resistant to Dark/Ice/Earth/Water during her Dark phase.
- Most threatening of all, she has a move Naakual's Vengeance, where she will summon 1 of the 6 to perform their ultimate attack (Incinerating Lahar, Marine Mayhem, Timberrrr, etc) and then leave. She herself will remain perfectly still until the Naakual has left.
- Party members keeping their distance should be ready to run close if she calls the shark (there is a good amount of time). Melees and tanks may need to call out if they're bound.
- Naakuals (except Hurkan and Yumcax) can be stunned.
- Bring Holy Water/Cursna for Timberrrr.
- Her Amnesia move also adds Terror and crazy knockback.
- Rune: Tenebrae. Barspells: Barfire/Amnesia for melees, and you might want Barthundera for mages in case of Hurkan.
AUGUST:
- Music change! He uses all of the Alluvion weapons in his regular attacks, which are light based.
- Most physically defensive boss, seems to have the most HP as well.
- Casts Flash, Protect/Shell V.
- Uses Daybreak, where he uses a flute (and he gets so into it!), which deals light damage, clears his buffs, and gives him wings of light.
- With the wings up, he has access to the move No Counter, which deals 9999 damage split conally. DT gear, Scherzo, Earthen Armor, Migawari, and other protections DO NOT WORK to stop this. If he uses this move, unless you have strategically placed party members and/or pets, the target will die and need raising.
- Wings CAN be broken, though no message or signal is given. Not entirely figured out, might be caused by double Darkness SC or possibly some manner of multi-step SC.
- Rune: Tenebrae. Barspell: Barthunder or Barfire, Amnesia.
SAJJ'AKA
- Uses all kinds of divine spells and Dia.
- Some regular attacks are light based, notably the breath from being in front. Not particularly dangerous overall.
- Uses Denounce, which does 90% of your current health, hate reset, and paralyze, with protection methods (Scherzo, etc) being ineffective.
- Hitting him with a dark-based attack (including Aspir for some reason) when he is readying Denounce will stop him and also wound his chest (like in the mission).
- With his chest wounded, Denounce will have half potency. If he uses Heavens' Grace, he will heal himself and fix his chest.
- Considered a Dragon.
- Rune: Tenebrae. Barspell: Barblizzard/Paralyze.
|
|