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Sinister Reign!
By lhova 2015-09-04 17:15:29
Asura.Floppyseconds said: »Can really cater to the Leaden Salute/Tenebral Crush damage if you can manage to bring along a SCH with Voidstorm II and a RUN for Tenebrae Gambit. But yeah I agree, I've never particularly liked BST for this, but then I've only ever gone with pick-up BSTs, and the mages/melees have always been friends.
I'm a huge fan of teamwork.
O.o
I expect this from Death or something, but Tenebral?
I wonder what spell list that blue was using and where they are in terms of gifts. I'm currently 300/1250 JPs and my gear is pretty decent but not sure if I could pull a 99999 Tenebral. Also are the Blu's subbing rune? Thanks!
Sylph.Oraen
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By Sylph.Oraen 2015-09-04 17:20:03
Don't forget that this is not entirely the BLU's contribution. I don't mean to belittle the player, as they're definitely well-geared, but a lot goes into massive damage like that. As Jeanpaul mentioned, Tenebrae Gambit, voidstorm 2, INT down from Searing Tempest, and an Idris GEO were involved in this. It's never just one job. That being said, BLU nukes are amazing.
Sylph.Gobbo
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By Sylph.Gobbo 2015-09-04 17:34:10
Don't forget that this is not entirely the BLU's contribution. I don't mean to belittle the player, as they're definitely well-geared, but a lot goes into massive damage like that. As Jeanpaul mentioned, Tenebrae Gambit, voidstorm 2, INT down from Searing Tempest, and an Idris GEO were involved in this. It's never just one job. That being said, BLU nukes are amazing.
Exactly, this is why I made that "Teamwork" remark. Though, I still think BLU nukes are rather overpowered regardless with their Power:MP cost and recast factors.
Ihova said: I wonder what spell list that blue was using and where they are in terms of gifts. I'm currently 300/1250 JPs and my gear is pretty decent but not sure if I could pull a 99999 Tenebral. Also are the Blu's subbing rune? Thanks!
I think this was before he managed to finish job points, but he was close to finishing. This setup was SCH/RDM, Idris GEO, GEO, BLU/RDM, BLU/SCH I think, and RUN/SAM. BLUs don't melee and just cycle through Spectral Flow, Blinding Fulgor, Palling Salvo, Tenebral Crush, Searing Tempest, and a couple others I forget. MP usually isn't an issue because of how dumb Magic Hammer is and double Radial Arcana and the spells are really cheap for how strong they are...
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Sylph.Oraen
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By Sylph.Oraen 2015-09-04 17:44:18
Don't forget that this is not entirely the BLU's contribution. I don't mean to belittle the player, as they're definitely well-geared, but a lot goes into massive damage like that. As Jeanpaul mentioned, Tenebrae Gambit, voidstorm 2, INT down from Searing Tempest, and an Idris GEO were involved in this. It's never just one job. That being said, BLU nukes are amazing.
Exactly, this is why I made that "Teamwork" remark. Though, I still think BLU nukes are rather overpowered regardless with their Power:MP cost and recast factors.
Oh yes, they're ridiculously overpowered. I adore BLU more than any other job in the game, but I can't deny that 116 MP for an AoE nuke with a very powerful additional effect that also does not deal reduced damage based on the number of enemies affected is just absurd. That being said, pls don't nerf ;;
By lhova 2015-09-04 17:49:30
Oh, ok. So "teamwork" makes the dreamwork! Lol. But seriously damn. I think my next mission (since they reverted back to normal CP gain) is to focus on capping Alchemy and Clothcraft 70 to get Amalric gear.
Lakshmi.Lenus
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By Lakshmi.Lenus 2015-09-04 19:21:20
You can scrub it out and still win, but teamwork makes it alot faster and you have more time to clear more runs if people are limited for time.
Me and a friend can clear this with 4 people in about 20mins with me doing damage as NIN with my BRD and WHM alts, and him on PLD. The only time stall is Tiger > Morimar > Arciela cause I believe they have the most health and NIN doesn't have access to 2-3 step SCs like SAM or DNC/THF do so the damage is alot lower. So I may think of doing THF the next time around or level DNC. I still hate it manually running 2-3 chars to Arciela when shark pops haha, so bad.
Edit: Not to mention they have the bs tp moves also. Tiger has terror/hate reset. Morimar has silence/gravity and usually hits hard if you don't have PDT/DT on usually. Arciela likes to amnesia and call Nakuuals.
Siren.Kyte
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By Siren.Kyte 2015-09-04 19:37:06
Don't forget that this is not entirely the BLU's contribution. I don't mean to belittle the player, as they're definitely well-geared, but a lot goes into massive damage like that. As Jeanpaul mentioned, Tenebrae Gambit, voidstorm 2, INT down from Searing Tempest, and an Idris GEO were involved in this. It's never just one job. That being said, BLU nukes are amazing.
Exactly, this is why I made that "Teamwork" remark. Though, I still think BLU nukes are rather overpowered regardless with their Power:MP cost and recast factors.
Oh yes, they're ridiculously overpowered. I adore BLU more than any other job in the game, but I can't deny that 116 MP for an AoE nuke with a very powerful additional effect that also does not deal reduced damage based on the number of enemies affected is just absurd. That being said, pls don't nerf ;;
They kind of are, but at the same time blue magic is still locked behind some pretty significant limits- i.e. we can only magic burst every 2ish minutes, using an ability that's subject to amnesia. Most of our most powerful nukes also require us to be well within the danger zone for AoEs.
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By Sylph.Jeanpaul 2015-09-04 20:08:27
To be fair, in a fully catered mage setup that gets you these 99999 bursts, you're more than likely not creating SCs at a rate much better than 2 minutes anyway. In Gob's picture above, Gravitation was being made with Immanence. As a RUN/SAM tank, I can try to incorporate myself into the SCs too, but there are issues with accuracy, Amnesia, terror, etc. that can prevent me from SCing.
What's really good about BLU is that they work great in a melee setup too. You won't be dealing out 99999 bursts every 2 minutes, but you will be constantly dishing out solid WSs/SCs.
By nosrondd 2015-09-14 00:13:00
Received a Nobility with higher max aug then listed on the first page. 15dmg +10agi Store TP+8 Crit hit rate +4% ^^
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Asura.Saevel
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By Asura.Saevel 2015-09-14 01:23:44
Don't forget that this is not entirely the BLU's contribution. I don't mean to belittle the player, as they're definitely well-geared, but a lot goes into massive damage like that. As Jeanpaul mentioned, Tenebrae Gambit, voidstorm 2, INT down from Searing Tempest, and an Idris GEO were involved in this. It's never just one job. That being said, BLU nukes are amazing.
Exactly, this is why I made that "Teamwork" remark. Though, I still think BLU nukes are rather overpowered regardless with their Power:MP cost and recast factors.
Oh yes, they're ridiculously overpowered. I adore BLU more than any other job in the game, but I can't deny that 116 MP for an AoE nuke with a very powerful additional effect that also does not deal reduced damage based on the number of enemies affected is just absurd. That being said, pls don't nerf ;;
They kind of are, but at the same time blue magic is still locked behind some pretty significant limits- i.e. we can only magic burst every 2ish minutes, using an ability that's subject to amnesia. Most of our most powerful nukes also require us to be well within the danger zone for AoEs.
That's probably the only thing keeping it from being nerfed. All those powerful spells are centered on the caster and have pretty bad cast / recast times. I also think people need to remember BLU spells are calculated like weapon skills and not like the other nukes. So anything that raises the damage of Leaden Salute, Wildfire, Sanguine Blade, Catastrophe and so forth will also raise the damage on Tenebral, Scouring, Regurgitation / ect.
The damage : MP ratio is still broken, but the recasts prevent it from being abused. Gotta rotate several different elements while you wait on recasts.
Bismarck.Branden
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By Bismarck.Branden 2015-09-24 09:04:26
So my group has been doing this with a semi-PUG setup (usually a couple people in ls + shout for remaining spots). We seem to be stuck in this PLD BST BST GEO WHM COR party setup though. I know there are a lot of different setups that work for SR and was wondering which ones you have found to work best with PUGs? I find that most BSTs give a really slow kill rate and I've actually timed out a few times because of it (yes, they had GEO/COR buffs too- even an idris GEO once- yay /random PUGs!). I know this is what you get with PUGs, get a real static, use better ppl, yada yada but just looking for alternative party setups to shout for.
Asura.Ghanni
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By Asura.Ghanni 2015-09-24 09:10:39
So my group has been doing this with a semi-PUG setup (usually a couple people in ls + shout for remaining spots). We seem to be stuck in this PLD BST BST GEO WHM COR party setup though. I know there are a lot of different setups that work for SR and was wondering which ones you have found to work best with PUGs? I find that most BSTs give a really slow kill rate and I've actually timed out a few times because of it (yes, they had GEO/COR buffs too- even an idris GEO once- yay /random PUGs!). I know this is what you get with PUGs, get a real static, use better ppl, yada yada but just looking for alternative party setups to shout for.
That's pretty crazy, until recently I had done probably a few dozen SR runs as Bst and I think the longest it ever took us to complete was 14 minutes and that's because the other Bst insisted on using NQ cricket because they said Tiger was garbage.
I've recently gone with Pld, Blu, Cor, Geo, Whm and Brd. Clear times have been between 8-14 minutes depending on spawns.
Bismarck.Branden
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By Bismarck.Branden 2015-09-24 09:50:15
I've recently gone with Pld, Blu, Cor, Geo, Whm and Brd. Clear times have been between 8-14 minutes depending on spawns.
Thanks, seems pretty straightforward- Standard buffs, GEO magic bursts and BLU melees?
Asura.Ghanni
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By Asura.Ghanni 2015-09-24 10:33:09
I've recently gone with Pld, Blu, Cor, Geo, Whm and Brd. Clear times have been between 8-14 minutes depending on spawns.
Thanks, seems pretty straightforward- Standard buffs, GEO magic bursts and BLU melees?
Yeah that's how it goes. The Blu is the party lead and I've gone with them 2 evenings now as Cor. I've seen a Cor do crazy damage there but I don't seem to be able to replicate that which is a bummer. Think he might've had DP.
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By Asura.Failaras 2015-09-24 11:46:50
Asura.Floppyseconds said: »I've recently gone with Pld, Blu, Cor, Geo, Whm and Brd. Clear times have been between 8-14 minutes depending on spawns.
Thanks, seems pretty straightforward- Standard buffs, GEO magic bursts and BLU melees?
Yeah that's how it goes. The Blu is the party lead and I've gone with them 2 evenings now as Cor. I've seen a Cor do crazy damage there but I don't seem to be able to replicate that which is a bummer. Think he might've had DP.
If that is the BLU I think it is then I feel bad he doesn't just take me along and ditch the BRD because 14 minutes is pretty shitty. Even 10 is meh. Wasn't me. At least I think it wasn't...
Quote: Thanks, seems pretty straightforward- Standard buffs, GEO magic bursts and BLU melees? I generally do Fury/Frailty, Madrigal Madrigal March, Samurai Chaos as buffs but it depends on your gear and how much acc you have. I aim to have 1300~ acc, this might require Hunters for some. I wish any Geo I brought would MB.
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By Leviathan.Comeatmebro 2015-09-24 11:52:05
RNG setup is still quite fast and easy to execute. I do under 10 minutes a kill with GEO BRD RNG RNG PLD + buyer/leech. Approaches 5 when the last slot is COR. Keep in mind this is with maxed RNGs, idris, etc.. but it's also extremely safe so a weaker setup will likely not have any trouble besides speed.
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By Lakshmi.Byrth 2015-09-24 12:03:34
As long as your people are decent, 8-14 minutes is a pretty reasonable estimation of how long Sinister Reign should take with a melee setup.
I think that a PLD, BLU, THF, GEO, BRD, WHM setup could consistently clear it in <8 minutes if they played together well. That gets you multiple damage types (Rose seems to either be piercing resistant or slashing weak) and access to strong Light and Darkness skillchains.
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By Asura.Failaras 2015-09-24 12:15:20
I've found the thing that really influences time of melee setups is if the Cor does damage or not. Good Cors really do insane damage in SR and can easily make a run that would have been 8 minutes into a 6 minute run.
Asura.Loire
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By Asura.Loire 2015-09-24 12:30:52
Still surprised at the reliance of pld for peoples fights. Been running it as SAM GEO BRD WHM BLM with last as either another geo, cor, or smn since it came out. Fight times have been 4:30 to 7 minutes long now with about 1:30 worth of buff time at the start. I like the idea of the rng approach to it though
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By Lakshmi.Byrth 2015-09-24 12:33:17
I've a DP COR do massive WS damage in SR, but ultimately they parse in the low-to-mid teens because their melee DPS is ***and a few mobs force them to resort to Last Stand. Between a COR and another melee, I'd choose another melee.
Sylph.Oraen
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By Sylph.Oraen 2015-09-24 12:37:16
I don't know, I love those buffs. I think a COR legitimately trying to do damage while providing Chaos/Samurai roll is more worthwhile than another melee. If they're just rolling, then that is no longer the case.
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By Asura.Failaras 2015-09-24 12:51:33
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.
Asura.Ghanni
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By Asura.Ghanni 2015-09-24 13:01:58
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?
Siren.Kyte
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By Siren.Kyte 2015-09-24 13:04:50
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.
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~ 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.
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