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The Odyssey - || Strategy and Discussion ||
By Ranoutofspace 2023-01-19 21:53:00
Just cleared Mboze, counter set worked well. Cornelias Belt has counter+5 on it from VR missions too.
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By Bahamut.Lexouritis 2023-01-19 22:12:31
Want to state that V25 Bumba is confirmed to put fetters up 1 minute after aggroing him in any way. Have fun with Zerg strats.
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By Asura.Dexprozius 2023-01-19 22:54:07
Bahamut.Lexouritis said: »If possible could anyone list, what the blu mage spell set for the mboze clear was, always like seeing the spell sets.
BLU: The """Fun""" job. Tank both adds, use Feather Tickle and Reaving Wind on cooldown, and heal when necessary. Expiacion on tree when you can. Keep Silent Storm and (after Armor Break wears) Tenebral Crush up. A Counter set is massively helpful (if not required) here.
Other than that, probably pick ***you think is relevant for the fight. My v15 clear on Mboze was as a Solo DDer on BLU with 5 supports, and my v20 clear was tanking the 1 add TP batterying. That being said, I'm still curious on specifics of the set, especially incorporating counter.
What was your method of maintaining hate? On v20, I'd rotate Fantod's in enmity gear inbetween tickle/reaving, debuffs (silentstorm, cesspool on pull, tenebral, tourbillion at last 25%) / plenilune and diamondhide on the DD. If you Are indeed casting spells for hate, I'd love to see what your set looked like. I'd presume it'd be mostly accessories to not compromise defensive stats.
I totally understand it being "SUPER FUN" tanking and juggling all these actions. It's probably very difficult to maintain aggro, even throwing a few white winds out amongst all other things, but atleast with this cookie cutter we're developing you'r not doing it for the 2nd phone, and theres only 1 add to manage.
Are you holding the add in a specific angle to avoid conal damage on others, or is it too chaotic to worry about and just let the WHM manage?
Are you saving Diffusion for Exuviation when the add pops? or are you saving Diffusion for MG for survivability? or for Nat. Med for the DD (Drk or War) to 'zerg' the last few minutes via SoulEnslave or whatnot?
Is plantoid killer value'd here as a set trait?
I'm presuming with the 'breakthrough' strat of stacking counter to ease the tanking situation, you kept Orcish Counterstance up as much as possible. Was curious what the #'s looked like on it;
O.Counter adds a flat 10% chance to counter, and paired with the cheap 2 points Asuran Claws you get the base trait of 14%. After that, it's mentioned you can use Cornelia's belt for +5, otherwise it's slim pickings. Genmei ear +1, Cryptic ear +3, Amar Cluster +2. Then theres Gleti's Mask AUG'd for up to +10 @r30 (but more reasonably, lets say yours is r20/25 for +7/9, and i'll ad at the cost of alot of DT).
Everything else seems bad, like Talab trousers or Arasy Sword, and you're definitely not eatting Rol. Turkey for +10 there.
So you'd have 32~34% without O.Stance up, then 42~44% with it up. That's certainly significant enough to consider incorporating into alot of 'tank' style Blu sets.
By Nariont 2023-01-19 22:56:30
Cape augment, bathy choker+1, next highest thing would be shield and its all scraps from there
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Asura.Nuance
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By Asura.Nuance 2023-01-19 23:06:48
Gletis mask r25 is 9 (10 r30)
Cape is 10
Cornelia’s belt is 5
Cryptic earring is 3
Genmei earring is 1
Bathy choker is 10
Amar cluster is 2
Genmei shield has 4 but you’re giving up offhand of like sakpatas sword
Blu spells up to 16 plus Orcish Counterstance is 10
Maximum of 70-71.
Not counting genmei shield you’re looking at a relatively easy to accomplish 66-67. There is more gear but then your treading on thin ice making those particular swaps.
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By Asura.Dexprozius 2023-01-19 23:17:18
Gletis mask r25 is 9 (10 r30)
Cape is 10** Totally overlooked this, didn't even know you could Counter+ on ambu capes
Cornelia’s belt is 5
Cryptic earring is 3
Genmei earring is 1
Bathy choker is 10** Overlooked this as well, even though I use it in evasion sets all the time
Amar cluster is 2
Genmei shield has 4 but you’re giving up offhand of like sakpatas sword** Agreed, it's definitely not worth the loss of Sakpatas offhand, for Macc alone, let alone the FC/DT, stats
Blu spells up to 16 plus Orcish Counterstance is 10** Don't see if being worth wasting more points/spell slots for 1 additional tier past Counter 3 trait, i'm sure the spellset is already tight enough as is when incorporating Asuran Claws and Orcish
Maximum of 70-71.
Not counting genmei shield you’re looking at a relatively easy to accomplish 66-67. There is more gear but then your treading on thin ice making those particular swaps.
Very glad you filled in these holes I had in my assessment, it makes it seem even more viable... even if its only 60 that's significant as hell
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Bahamut.Mischief
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By Bahamut.Mischief 2023-01-20 00:45:34
Bahamut.Lexouritis said: »Want to state that V25 Bumba is confirmed to put fetters up 1 minute after aggroing him in any way. Have fun with Zerg strats.
Can confirm this. If you break it, it comes back up 1 minute later, too. Denounce STILL isn't fixed, by the way.
TP reduction works to stop him TPing while fetter mode is active, but there's some weird damage reduction mechanic (maybe SDT increase?) associated with WSes and either Skillchains or Magic Bursts while in fetter mode. Death MBs will do 99999 to start, then decrease sharply to 30k and then <10k. Impact lands fine to start, then wears off nearly instantly by the end (Burn, meanwhile, landed for full duration the whole way through). Leaden Salute (even when doing other WSes to mitigate the consecutive damage reduction) starts at 40-50k, then decreases to <5k after several uses. Seraph Blade and Omniscience were similarly reduced. For spells, this only affects one element at a time (Water MB did 20k after Death was reduced to <10k), and free nukes do not increase the resistance. The resistance does NOT go away after breaking fetter mode.
I'm inclined to believe this resistance mechanic has always been here - in V20 runs, I have noticed damage go down immediately after breaking fetter mode in a way that couldn't be explained by buffs dropping. It's just far more relevant now that there's no way to avoid it...
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By Asura.Melliny 2023-01-20 00:58:27
Quote: Can confirm this. If you break it, it comes back up 1 minute later, too. Denounce STILL isn't fixed, by the way.
What makes you think it's broken in the first place? When we first saw denounce deal 4k damage we thought it was a bug, but now after seeing the sortie basement G and H bosses and Aminon all get a similar ultimate death attack I'm not so sure. It's also been reported to s-e multiple times and they haven't moved on those reports. How is denounce doing 4k damage that much different from Triboulex doing setting the stage every 3 minutes, Aita doing Vivisection, or Amionon's bane of tartarus? The only difference is this one is tied to the fetter window rather than running on a set timer. It's clear that s-e intends for us to proc bumba to avoid dying to denounce. Whether or not you agree with it is your prerogative, but that really feels like the intended mechanic here.
And yes I know how asinine the bumba proc mechanics are, and how stupid that makes the fight. That's not my argument here. I'm just saying I don't think it's broken. I think this is what s-e intended us to have to deal with from the start. We just circumvented V15 and 20 with zergs. Now they're telling us we can't do that anymore.
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By Asura.Melliny 2023-01-20 01:20:20
Quote: For spells, this only affects one element at a time
Everything you're describing about elemental damage can be explained by the fact that bumba switches which element he's currently aligned to. The changing elements is the reason we resorted to savage blading him in the first place on previous vengences, because by just not skillchaining at all it removes the possibility that we screw it up. Hit him with the wrong elemental damage and he just absorbs it and heals for 99k. So it makes sense that elements do better or worse based on his current form.
By Vaerix 2023-01-20 02:00:56
Quote: For spells, this only affects one element at a time
Everything you're describing about elemental damage can be explained by the fact that bumba switches which element he's currently aligned to. The changing elements is the reason we resorted to savage blading him in the first place on previous vengences, because by just not skillchaining at all it removes the possibility that we screw it up. Hit him with the wrong elemental damage and he just absorbs it and heals for 99k. So it makes sense that elements do better or worse based on his current form.
Also just a thought, bumba changes his resistance every minute which now coincides with his denounce/proc window. The symmetry!
Bahamut.Mischief
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By Bahamut.Mischief 2023-01-20 03:36:00
Quote: For spells, this only affects one element at a time
Everything you're describing about elemental damage can be explained by the fact that bumba switches which element he's currently aligned to. The changing elements is the reason we resorted to savage blading him in the first place on previous vengences, because by just not skillchaining at all it removes the possibility that we screw it up. Hit him with the wrong elemental damage and he just absorbs it and heals for 99k. So it makes sense that elements do better or worse based on his current form.
Bumba does not change elements, or absorb any elements, while in fetter mode. He never has, and V25 does not change this.
Quote: Can confirm this. If you break it, it comes back up 1 minute later, too. Denounce STILL isn't fixed, by the way.
What makes you think it's broken in the first place? When we first saw denounce deal 4k damage we thought it was a bug, but now after seeing the sortie basement G and H bosses and Aminon all get a similar ultimate death attack I'm not so sure. It's also been reported to s-e multiple times and they haven't moved on those reports. How is denounce doing 4k damage that much different from Triboulex doing setting the stage every 3 minutes, Aita doing Vivisection, or Amionon's bane of tartarus? The only difference is this one is tied to the fetter window rather than running on a set timer. It's clear that s-e intends for us to proc bumba to avoid dying to denounce. Whether or not you agree with it is your prerogative, but that really feels like the intended mechanic here.
And yes I know how asinine the bumba proc mechanics are, and how stupid that makes the fight. That's not my argument here. I'm just saying I don't think it's broken. I think this is what s-e intended us to have to deal with from the start. We just circumvented V15 and 20 with zergs. Now they're telling us we can't do that anymore.
There's a couple reasons why I'm fairly certain Denounce's insta-kill is unintended behavior:
1) Those other insta-kill moves you mentioned are all on set timers. You KNOW going in that Setting the Stage is every 3 minutes, and Vivisection is a little over 3 minutes. You can plan around that. Bane of Tartarus is a little weirder, as procs mess with the timer, but it IS still on a timer. Not only is Denounce completely random while Bumba is in fetter mode, it can be the very first TP move it does after fetter mode engages, which is an unavoidable death unless you have Perfect Defense up. He can also just refuse to do it at all. If it's intended to be an instant wipe punishment for not breaking fetter mode, why can he use it two seconds after entering it?
2) While in fetter mode, Bumba always uses TP moves in pairs. If Denounce is the first TP move in a pair, it kills everyone in range instantly. If it's the second, it functions exactly like Sajj'aka's version and brings everyone to critical HP without killing them. Why would this be intended behavior?
Honestly, I think the only reason Denounce hasn't been fixed yet is because people were still winning anyway - whereas with pre-nerf Mboze, nobody was beating it through Tiiimbeeer without TP suppression strats until it was hotfixed. We'll see what happens when more people get to V25 Bumba, I guess.
By Bakerboy 2023-01-20 04:16:54
Hi Mischief, to add to what you wrote, didn't SE admit that it was a bug and broken? I tend to be forgetful but I remember some friends saying so.
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By Asura.Bigtymer 2023-01-20 11:48:40
There's also this: Accepted Bug
SE accepted this as a bug, though that terminology is confusing in that it simply means that they've determined that the report contains sufficient information, so you can't read too much into the 'accepted bug' label. However, SE is generally very fast (by SE standards) in confirming an accepted bug as 'working as intended' in cases where things are in-fact working as intended. This one though as been sitting there as an 'accepted bug' for nearly 2 years now, which is a way longer travel time than other recent examples of 'accepted bugs' being confirmed as 'working as intended'. Of course, that could very well be overanalyzing it and perhaps it just fell off their radar and forgotten forever in the abyss.
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By Asura.Iamaman 2023-01-20 12:33:18
This was discussed a few weeks prior to v25 coming out, I had asked how people were dealing with procing / Denounce consistently rather than just dealing with the RNG of it and pushing through at 20. I'd say on our runs, at least 75% of the time he was using Denounce right after the proc window opened, probably more, and the time to proc was so minimal there was no way to do it before he used Denounce. We tried using some TP control (like a DRK using Soul Enslavement right before), which seemed to help on a few runs, but obviously with a 1min window that is only going to buy you help that one time without a reset. I also assume you are going to need at least, what, 5 or 6 procs?
Someone had said when I asked then that the damage dealt by Denounce was relative to the number of players in range, so they had the rest of the party run out of range while a single player (MNK IIRC) stayed in range to proc it. I had a hard time finding people willing to verify or try this rather than just roll the dice, so I never verified, but if this is the case then I would expect this time we just have to deal with the mechanic rather than keep rolling the dice on the prng.
I also did a bunch of farming at v15 on NIN and vaguely remember Migawari keeping me alive when everyone else got rekt by Denounce. If that's the case and the previous strat doesn't reduce Denounce damage, NIN can do most of the procs solo and possibly survive while everyone else is out of range of the damage. The challenge is they would have to have hate, but DRG could maybe jump to dump enmity before running out. I know on v15 there were several runs where I was the last one standing on NIN along with the WHM during the proc window, so that may be worth a try also. Similar to the previous strat, I never could get a group to try it on v20, so I'm not 100% confident it works that way, I just remember keeping Migawari up and being left standing while the rest were KOd.
Asura.Hya
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By Asura.Hya 2023-01-20 12:53:48
So it seems like we need to be approaching Bumba differently from how we have been up until now. Straight up zerging it does not appear to be a reliably successful strategyfor V25. It's quite likely this fight will require, at the very least, a two-phone strategy. Kaggra has already done something like this, and their winning strat may be a good template to follow.
KI 1 is TP control with BST, similar to how many people are doing Arebati and Mboze V25s. Get it as low as you can while ensuring that TP moves are either infrequent or don't happen at all.
KI 2 is the kill team. They end up killing it from ~65% or so in about 1:30. Their strat and setup are laid out very well and could be easily replicated. Obviously, more HP, Regen from two pets, the two pets themselves, and this apparent damage resistance people are reporting may throw a wrench into all of this. But it's an idea that is outside of the box compared to what we are used to.
YouTube Video Placeholder
Disclaimer: I have not yet fought V25 Bumba so I am talking out of my ***.
By Bakerboy 2023-01-20 13:43:32
Thanks for sharing this Hya I like this idea as most of our kills we tried to create some wiggle room with a 2 KI strat. They were able to bring it down quite a bit with MB’s and it will be nice to see how low a V25 can be brought down this way. I’m not JP so I didn’t understand everything but he did highlight the RUN, PLD, and BLM, BST. Looks like the support is SCH and GEO. Just need someone to be able to call out what element he is in for the proper MB’s.
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By Asura.Pergatory 2023-01-20 13:50:31
A few notes on Mboze using the 2 moglo strat, since it's basically identical to the one we used (just swapping DRK in first run for a SAM, they both work equally well).
First run:
SMN: All the relevant buffs (Warcry/TP Bonus/Hastega). Mewing every 25-30s depending on BLU's needs. Our SMN did not contribute damage in this phase, but I imagine Predator Claws could speed things up between Mewing Lullabies. I found it's best to wait 30 seconds between Mewing. Any faster and you start getting resisted quite badly, any longer and Mboze can get too much TP. I actually added a custom timer to my Lua to track how long since I last did it, that way I never go before 30 seconds.
This also gives plenty of time to change to Garuda for a Predator Claws between each Mewing. Easy 6-10k damage each time, it adds up.
Also, Siren's Bitter Elegy was HUGE. I used Apogee to apply this, skipping a Pred Claws for it. I would hit a Mewing, then pop Apogee and swap to Siren, wait for BP timer, do Elegy, swap back to Cait, and do Mewing. If the RDM lands Para + Slow and the SMN lands Elegy, Mboze swings comically slow. If you use Apogee on entry to apply buffs faster, it should be up again pretty fast once the fight starts.
Also, if you need to re-apply buffs in the middle of the fight, Conduit is a good way to do it.
Second KI:
WHM: Haste/Regen/BarStonra/BarParalyzra/Boost-STR/Auspice/Silence. Silence is important here, just as it is in the first phase. It should not take more than two casts to land, outside of Magic Accuracy Down aura. Call out Dia2 on Mboze. Call out Paralyze on Mboze and the adds, and Slow on the adds as well. The COR can upgrade all of these for enhanced potency. Prioritize status removal - Max HP Down/Paralyze - over pretty much everything else. Heals come next. Then buffs. Then debuffs. This can get stressful when adds spam TP moves. Roll the dice on when to Sacro/Asylum late in the fight. Hold Benediction for the absolute last possible/worst moment. I actually ended up changing to Barblizzara after pull. Barstonra is nice on pull, but after that Mboze should be well-silenced. At that point, Stink Bomb's paralyze is a bigger danger/annoyance than the earth damage IMHO. The adds really like to use Stink Bomb.
If you get MEva down aura, WHM should back away from AOE range and only move in to re-apply Auspice. Otherwise they're going to be paralyzed constantly like everyone else. I suspect it's still pretty tough to beat that aura, but it might be possible if everyone adapts and changes the strat around the aura.
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Asura.Hya
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By Asura.Hya 2023-01-20 13:51:28
Thanks for sharing this Hya I like this idea as most of our kills we tried to create some wiggle room with a 2 KI strat. They were able to bring it down quite a bit with MB’s and it will be nice to see how low a V25 can be brought down this way. I’m not JP so I didn’t understand everything but he did highlight the RUN, PLD, and BLM. Just need someone to be able to call out what element he is in for the proper MB’s. Not sure what the other jobs were but we have 2 JP players in our static so hopefully they can add some insight on here.
KI 1 was: PLD RUN BLM GEO SCH BST. SPs used in that fight were Tabula Rasa and Unleash.
KI 2 was: COR WHM RDM BRD WAR DRG. SPs used in that fight were Wild Card, Stymie, Mighty Strikes, Soul Voice, Clarion Call, and Asylum. My Japanese is not good enough to translate the whole video, but there's still valuable information to be learned just by watching.
As far as Bumba's element dust cloud, as I recall it was hard to tell the difference between some of them. Awhile back there was an addon going around called Bumba Announce which would call out the element in Party chat. Not sure if it is still functional these days or not.
A few notes on Mboze using the 2 moglo strat, since it's basically identical to the one we used (just swapping DRK in first run for a SAM, they both work equally well).
First run:
SMN: All the relevant buffs (Warcry/TP Bonus/Hastega). Mewing every 25-30s depending on BLU's needs. Our SMN did not contribute damage in this phase, but I imagine Predator Claws could speed things up between Mewing Lullabies. I found it's best to wait 30 seconds between Mewing. Any faster and you start getting resisted quite badly, any longer and Mboze can get too much TP. I actually added a custom timer to my Lua to track how long since I last did it, that way I never go before 30 seconds.
This also gives plenty of time to change to Garuda for a Predator Claws between each Mewing. Easy 6-10k damage each time, it adds up.
Also, Siren's Bitter Elegy was HUGE. I used Apogee to apply this, skipping a Pred Claws for it. I would hit a Mewing, then pop Apogee and swap to Siren, wait for BP timer, do Elegy, swap back to Cait, and do Mewing. If the RDM lands Para + Slow and the SMN lands Elegy, Mboze swings comically slow. If you use Apogee on entry to apply buffs faster, it should be up again pretty fast once the fight starts.
Also, if you need to re-apply buffs in the middle of the fight, Conduit is a good way to do it.
Second KI:
WHM: Haste/Regen/BarStonra/BarParalyzra/Boost-STR/Auspice/Silence. Silence is important here, just as it is in the first phase. It should not take more than two casts to land, outside of Magic Accuracy Down aura. Call out Dia2 on Mboze. Call out Paralyze on Mboze and the adds, and Slow on the adds as well. The COR can upgrade all of these for enhanced potency. Prioritize status removal - Max HP Down/Paralyze - over pretty much everything else. Heals come next. Then buffs. Then debuffs. This can get stressful when adds spam TP moves. Roll the dice on when to Sacro/Asylum late in the fight. Hold Benediction for the absolute last possible/worst moment. I actually ended up changing to Barblizzara after pull. Barstonra is nice on pull, but after that Mboze should be well-silenced. At that point, Stink Bomb's paralyze is a bigger danger/annoyance than the earth damage IMHO. The adds really like to use Stink Bomb.
If you get MEva down aura, WHM should back away from AOE range and only move in to re-apply Auspice. Otherwise they're going to be paralyzed constantly like everyone else. I suspect it's still pretty tough to beat that aura, but it might be possible if everyone adapts and changes the strat around the aura.
This is all good info. Our SMN was less familiar with the job, so their timing on BPs were not perfect. We didn't think of Elegy from Siren at all, that should decrease Mboze's TP gain from auto-attacks and give more time for the BLU and SMN to do other things than suck TP.
Barblizzara is a smart choice to handle Paralyze that I didn't consider at all. For me, removing the debuffs wasn't a major issue, and I still feel like I'd prefer to stick to Barstonra to be safe. Mboze loves to nuke the second his Silence wears off, and Stink Bomb should still be Earth-based so it will help reduce damage.
And yeah, during MEVA down I stayed out of range as much as possible. If the Paralyze wasn't so potent I would say that this could be an Afflatus Misery/Esuna fight, but I wouldn't *** around with that Paralyze. Like I said, we had this aura during phase two of the fight (between 75% and 40%) and, while it sucked, it was something that can be worked through.
By Bakerboy 2023-01-20 14:00:57
Thanks for sharing this Hya I like this idea as most of our kills we tried to create some wiggle room with a 2 KI strat. They were able to bring it down quite a bit with MB’s and it will be nice to see how low a V25 can be brought down this way. I’m not JP so I didn’t understand everything but he did highlight the RUN, PLD, and BLM. Just need someone to be able to call out what element he is in for the proper MB’s. Not sure what the other jobs were but we have 2 JP players in our static so hopefully they can add some insight on here.
KI 1 was: PLD RUN BLM GEO SCH BST. SPs used in that fight were Tabula Rasa and Unleash.
KI 2 was: COR WHM RDM BRD WAR DRG. SPs used in that fight were Wild Card, Stymie, Mighty Strikes, Soul Voice, Clarion Call, and Asylum. My Japanese is not good enough to translate the whole video, but there's still valuable information to be learned just by watching.
As far as Bumba's element dust cloud, as I recall it was hard to tell the difference between some of them. Awhile back there was an addon going around called Bumba Announce which would call out the element in Party chat. Not sure if it is still functional these days or not.
That will be clutch as I also remember having a hard time differentiating between them. Thanks for the breakdown of the information.
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By Asura.Pergatory 2023-01-20 15:24:18
Barblizzara is a smart choice to handle Paralyze that I didn't consider at all. For me, removing the debuffs wasn't a major issue, and I still feel like I'd prefer to stick to Barstonra to be safe. Mboze loves to nuke the second his Silence wears off, and Stink Bomb should still be Earth-based so it will help reduce damage. Yeah that's a fair point. It may also depend a bit on the WHM's enfeebling set. I literally had exactly 1 Silence resist during all of our attempts, and it was during an MAcc down aura. Second cast landed, and didn't get resisted again after that even with the aura. That was with tropical crepe and R15 Yag.
That said, he does indeed like to cast immediately after Silence wears. He did land a few spells that way during our runs. I didn't have much luck (or time to try) landing Addle as a WHM. Which is dumb. It's a tree, they should be weak to fire! I was able to land Paralyze sometimes, but rarely had time to keep it up.
So maybe Barstonra is indeed better. The paralyze really wasn't a big problem until we hit the MEva down aura, and that's when I started changing to Barblizzara.
Asura.Essylt
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By Asura.Essylt 2023-01-21 22:17:04
A Counter set is massively helpful (if not required) here Can you give an example of one?
By Bakerboy 2023-01-21 22:25:21
A Counter set is massively helpful (if not required) here Can you give an example of one?
Gletis mask r25 is 9 (10 r30)
Cape is 10** Totally overlooked this, didn't even know you could Counter+ on ambu capes
Cornelia’s belt is 5
Cryptic earring is 3
Genmei earring is 1
Bathy choker is 10** Overlooked this as well, even though I use it in evasion sets all the time
Amar cluster is 2
Genmei shield has 4 but you’re giving up offhand of like sakpatas sword** Agreed, it's definitely not worth the loss of Sakpatas offhand, for Macc alone, let alone the FC/DT, stats
Blu spells up to 16 plus Orcish Counterstance is 10** Don't see if being worth wasting more points/spell slots for 1 additional tier past Counter 3 trait, i'm sure the spellset is already tight enough as is when incorporating Asuran Claws and Orcish
Maximum of 70-71.
Not counting genmei shield you’re looking at a relatively easy to accomplish 66-67. There is more gear but then your treading on thin ice making those particular swaps.
Very glad you filled in these holes I had in my assessment, it makes it seem even more viable... even if its only 60 that's significant as hell
They highlighted all the gear on this same page if you looked up a little :)
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By Valefor.Prothescar 2023-01-21 22:30:59
Genmei and Amar would be questionable swaps but the rest is probably worth it
Asura.Essylt
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By Asura.Essylt 2023-01-21 22:31:10
They highlighted all the gear if you looked up a little. My bad - I didn't refresh the thread in a few days and didn't realize that until I posted. I saw the set you quoted now and it does seem pretty comprehensive.
By klayy 2023-01-21 22:58:19
Frankly... I'm really miffed about how much R.N.G mechanics factor into this battle. It's disgusting. You can have the best co-ordinated group with perfect Discord comms and gear for their jobs only to be completely shut down by Magic Accuracy Down and especially Magic Atk. Down auras ending your run. Magic Accuracy Down can be overcome with Indi-Focus if you get it at 75% but if you get it at 40%... you've lost.
Yeah, I feel like the general process for these fights is figure out how much defense you have to play to keep everyone consistently alive, verify you still have the offense to kill it, then get good enough at the strat that you can consistently put yourself in position to take advantage of the runs when the stars align for you. I dont love it either... when I was initially told you "needed" WC reset to beat Ongo I thought that was ridiculous. Like that bar is too high lol. But we got him to 7% once without WC so I figured it could be done. Our win had a WC reset.
サーバ: Bahamut
Game: FFXI
Posts: 1281
By Bahamut.Lexouritis 2023-01-22 01:01:59
Want to state that when v25 Bumba 1 hours, he goes into instant fetter mode no matter if he has TP or not, irrelevant of fetter timers upon aggro :)
Still trying different things, probably used only about 30k segs on it so far
サーバ: Asura
Game: FFXI
Posts: 11
By Asura.Darciee 2023-01-22 07:17:39
Bahamut.Lexouritis said: »Want to state that when v25 Bumba 1 hours, he goes into instant fetter mode no matter if he has TP or not, irrelevant of fetter timers upon aggro :)
Still trying different things, probably used only about 30k segs on it so far
a few of us were discussing bumba theory craft were not quite there yet but very close (why discussions have started)
I was toying with the idea of approaching it similar to mboze by lightening the dps with first ki and then take a tp drain kill team for 2nd ki. (its complete speculation at this stage of course)
Ki1 - Run Blm Sch Geo Smn Rng - MB with smn mews to limit tp partially
@fetter time run e.sforzo to cover fetter dmg and opens for rng to close>barrage>close for 3 step (trying for quick multi-step proc) and the mages cover the sc in MB's to try cover 2 proc mechanics (rng stay out far to not die during fetters)
(still a large amount of luck going of to proc and remove fetters for 2nd entry and before the run dies to deno or something lol)
Ki2 - bst blu DD cor brd whm - slower kill team over full 15min
But if the 2nd 40% 1hr/fetter is unavoidable it ruins the 2nd ki tp drain theory so back to the drawing board for that part for sure lol, but this is where our discussions has led us to.
サーバ: Asura
Game: FFXI
Posts: 11
By Asura.Darciee 2023-01-22 07:23:47
Has anyone managed to work out a way to know what "Proc" is required for bumba ahead of the fetters or is it still unknown and just random which proc he wants?
Does the element he is in have a direct relation to the what proc will be needed does anyone know? due to v15/20 zerg strats i know myself and people i talk to never bothered to sit and work it out but now this feels like it could be vital if fetters are unavoidable
By SimonSes 2023-01-22 08:00:44
Bahamut.Lexouritis said: »Want to state that when v25 Bumba 1 hours, he goes into instant fetter mode no matter if he has TP or not, irrelevant of fetter timers upon aggro :)
Still trying different things, probably used only about 30k segs on it so far
a few of us were discussing bumba theory craft were not quite there yet but very close (why discussions have started)
I was toying with the idea of approaching it similar to mboze by lightening the dps with first ki and then take a tp drain kill team for 2nd ki. (its complete speculation at this stage of course)
Ki1 - Run Blm Sch Geo Smn Rng - MB with smn mews to limit tp partially
@fetter time run e.sforzo to cover fetter dmg and opens for rng to close>barrage>close for 3 step (trying for quick multi-step proc) and the mages cover the sc in MB's to try cover 2 proc mechanics (rng stay out far to not die during fetters)
(still a large amount of luck going of to proc and remove fetters for 2nd entry and before the run dies to deno or something lol)
Ki2 - bst blu DD cor brd whm - slower kill team over full 15min
But if the 2nd 40% 1hr/fetter is unavoidable it ruins the 2nd ki tp drain theory so back to the drawing board for that part for sure lol, but this is where our discussions has led us to.
I think you are missing the fact that bumba will go into fetter mode several times, not just once after 1 min and 2 times during SP.
If you break it, it comes back up 1 minute later, too.
So basically you need to proc it again after 1 min and probably again and again. Maybe there is limit to that, maybe there is not. None know this beside devs probably. So basically if you plan long fight, you would need to have a way to deal with fetters. Also if that damage reduction that Mischief mentioned adds up after each new fetter mode, then longer fight won't be possible. Tbh i think even with one damage reduction it's probably impossible to outdamage Regen from 2 adds with any slower DPS composition. I think there must be some mechanic to break fetters more completely and reset damage reduction. Maybe you need to proc it like 4 times? Maybe it can't have same proc condition twice, so you need to proc all 4 of them.
The only way I can see Bumba going down for now is massive Zerg with getting super lucky with proc being crit condition first, then same WS condition second and finish the fight before third fetters and on top of all of that have luck for adds to not be terrible and and Bumba to never use Denounce. Good luck :)
サーバ: Asura
Game: FFXI
Posts: 11
By Asura.Darciee 2023-01-22 08:21:12
Bahamut.Lexouritis said: »Want to state that when v25 Bumba 1 hours, he goes into instant fetter mode no matter if he has TP or not, irrelevant of fetter timers upon aggro :)
Still trying different things, probably used only about 30k segs on it so far
a few of us were discussing bumba theory craft were not quite there yet but very close (why discussions have started)
I was toying with the idea of approaching it similar to mboze by lightening the dps with first ki and then take a tp drain kill team for 2nd ki. (its complete speculation at this stage of course)
Ki1 - Run Blm Sch Geo Smn Rng - MB with smn mews to limit tp partially
@fetter time run e.sforzo to cover fetter dmg and opens for rng to close>barrage>close for 3 step (trying for quick multi-step proc) and the mages cover the sc in MB's to try cover 2 proc mechanics (rng stay out far to not die during fetters)
(still a large amount of luck going of to proc and remove fetters for 2nd entry and before the run dies to deno or something lol)
Ki2 - bst blu DD cor brd whm - slower kill team over full 15min
But if the 2nd 40% 1hr/fetter is unavoidable it ruins the 2nd ki tp drain theory so back to the drawing board for that part for sure lol, but this is where our discussions has led us to.
I think you are missing the fact that bumba will go into fetter mode several times, not just once after 1 min and 2 times during SP.
If you break it, it comes back up 1 minute later, too.
So basically you need to proc it again after 1 min and probably again and again. Maybe there is limit to that, maybe there is not. None know this beside devs probably. So basically if you plan long fight, you would need to have a way to deal with fetters. Also if that damage reduction that Mischief mentioned adds up after each new fetter mode, then longer fight won't be possible. Tbh i think even with one damage reduction it's probably impossible to outdamage Regen from 2 adds with any slower DPS composition. I think there must be some mechanic to break fetters more completely and reset damage reduction. Maybe you need to proc it like 4 times? Maybe it can't have same proc condition twice, so you need to proc all 4 of them.
The only way I can see Bumba going down for now is massive Zerg with getting super lucky with proc being crit condition first, then same WS condition second and finish the fight before third fetters and on top of all of that have luck for adds to not be terrible and and Bumba to never use Denounce. Good luck :)
i havent missed anything,
the 1 minute fetter pop will be tp based/should be, the 1hr fetter popping regardless of tp isnt. So effectively if you manage tp feed you wont see procs outside of the 1hr fetters.
With a single blm doing MB's id like to think a smn could keep the tp low enough that you only see the 1hr fetters.
and why i also said ki2 for sure is back to the drawing board
Hmmm...
Initial Speculations:
Looks like they took components of Walk of Echoes (setting), and Elemental Circles and brought it together.
They must of learned new ideas through the Lilith HTBF and how they can play with those elemental fetters to create unique battlefield environment and apply further stress with them..
Instead of Abyssea, this may be a Walk of Echoes 3.0? Anything iLvl 140+ .. We are ready!
Keep this thread clean, hoping to post critical details and discuss strategies.. Eventually I will create a Node on this with full details.. We can then update BG-Wiki with information that we gather..
Those of you who play on Nasomi.. Please don't post on here, you have a Fafnir to camp.. so get back to work.. This is isn't Bubbly Bernie version 3.0. He will be OG 1.0 forever on Nasomi.. ^_^
Sorry about the delay on updating this as I have been slammed with a lot of work since COVID-19 defense ramp up procedures at my hospital facility.
I have barely had time to update and barely any time to explore this content myself. I appreciate everyone's work so far. I will update this OP Thread with some resources and information that people have found across all servers including videos and screenshots..
Keeping this as a basic vital post highlight source so as new posts with vital information emerges I will just pin it here so it is all in one space and no need to jump around different pages..
To Begin.. The Basic Release Info from SE:
Some First Initial Basic Discoveries:
looks like you enter through Rabao
And you have 30 min to kill a bunch of trash mobs. Probably a boss at the end too.
More Initial Entry Discoveries Pinned:
About to enter Odyssey for the first time.
I'll report back. Setup is PUP, COR, BLU x2, SMN, RDM
Ok, it's looking like they made this content specifically to prevent BLUs from cleaving through this content.
Only main target took full damage. Surrounding targets took 90% reduced damage (main targeet 15k, all others 500 or less)
All mobs can be fully enfeebled (Sleep, Silence, Slow, Para) but standard rules apply for mob types (we saw Skeletons, couldn't Blind them)
I can very easily see a RUN or PLD tank running in and aggroing the group of mobs, with a BRD sleeping them all. 2 DDs kill one by one with proper support. SMN Bloodpacts were doing full damage on single mobs (same rules for BLU applied for SMN when we tried Thunderspark for lulz)
At the end, we found a group of mobs (bats) with a Fetter and a group of untargetable Yagudo. We cleared the bats, then killed the Fetter. Once the Fetter is killed, the Yagudo become targetable. For killing all of the Yagudo, you get 10 Izzat.
In total, we farmed 20 Izzat. We'll try using them tomorrow on boxes, maybe even spawn an NM. After we killed the fetter, a conflux spawned that gave us the opportunity to spawn a monster for 10 Izzat. We were low on time, so we just chose to exit.
Player with Trusts.. First Experience Testimonies:
Went in with trusts. Was able to 1 shot most things with leaden.
Yield: 31 scales and 3 scale boxes (from the chest).
Edit: Chests gave 11, 13 and 16.
More Vital Data Testimonies Discovered:
Random info:
-Killing trash gave izzat and lustreless scales
-Using 10 izzat to pop chest gave 2 scales and a box
-Killing fetter made untargetable yagudo killable, giving 10 izzat killing them all
-Popping NM with 10 izzat from ethereal junction spawned a red morbol that did blood weapon and dropped 2 boxes of scales
-Not sure what items you need to trade to junction to spawn monsters
-Was unable to use the thing at the start after killing fetter/yagudos/morbol, may have to kill all trash? I looked around and missed a pack, timed out before I could kill them all
-Moogle keeps track of trash killed, physis, and chests, and the power of your alter egos while in odyssey (Moogle Mastery)
More Testimonials and Discoveries..
Does anyone know what is needed to clear the RoE for Sheol A?
You need to run (can do on sneak/invi, only trasnparent mobs are true sight/sound) to last floor (A7) using confluxes. On last floor there is Otherworldly Vortex mentioned in RoE quest. You need to touch it (it lets you leave Odyssey too) to complete the quest. Credit for that info goes to Mischief from Bahamut.
Here is a video of my first experience with Odyssey:
YouTube Video Placeholder
Tried exploring, found more information
- I didn't realize there was a conflux on each floor to move up
- Each floor increases in mob level, capping at 131, and general nastiness of monster family (manticores, giants I remember on last floor)
- Translocators bring you down to previous levels, so the first floor one doesn't work until you find the higher level ones
- One character got stuck on a floor and couldn't move up, nor did they get the RoE objective upon someone else reaching the top
So for soloers, seems like it's best to stick to lower level floor to farm scales, more experienced parties can move up to desired difficulty for more scales. First time in would be best just getting the RoE objective and unlocking translocators.
Initial Video Detailing Climb to 7th floor for easy RoE Completion for Augment Unlock on Gear:
YouTube Video Placeholder
More Info about Moglophone KI's:
Anyways did a solo run this morning and got about 100 scales from just killing trash in first floor. Wondering what others are getting from parting up vs solo.
edit: Also can you hold one Moglophone KI on you, and then have the moogle hold one?
I was wondering this too. I picked up my KI last night and am holding it until later today and going to see if I can run two times in a row.
You can. I used my ki after few hours yesterday and when I checked moogle timer was at 15h, so it was going down while I had KI on me.
More Testimonial Higlights:
Bahamut.Lexouritis said: »Maybe Mischief will post about it, he figured it out on his mule. I'll try and post what i know, but it seems like we skip everything and just kill the fetters, mobs around the fetters, and sometimes the UNM near the fetters.
Bahamut.Lexouritis said: »and if u get to the final thing upstairs, personal chest for everyone.
Not sure if someone said it already, but you CAN store a KI. So only need to farm every 2 days!
I am confused on how people move up using sneak and invisible, in this run I explored everything, vortexes just said "you can't use this yet", or let me summon an NM but never move somewhere else, even after i killed the fetter, all the guards, the NM, opened one chest, and killed about 90% of all the mobs. If anybody can spot where in this video I should have been able to "move up" it would really help: https://www.youtube.com/watch?v=5i9GhE5nO3I
thanks At the mandies in your run. Just hug left wall and you'll find it. It took me a while to find the first flux as well, but the rest were less "hidden". A video was posted a couple pages ago showing the route.
YouTube Video Placeholder
Bahamut.Lexouritis said: »vortexes just said "you can't use this yet" Need to click Shimmering lights for access to some portals or not have aggro iirc. I may be wrong though
Bahamut.Lexouritis said: » It rewarded me again with a box + 50k gil.
did u kill a fetter? Seems like 50k per Fetter and 1 box per fetter (per character). The big Box from RoE seems to be just 1 time thing. The smaller boxes seem to be fetter based?
Killing all 4 fetters netted us about ~70 scales per run per person after touching otherworldy vortex.
Edit: With RoE quest being completed in a run, was more like 110-130.
So how many scales is it per upgrade? Didn’t see on Bg-wiki and don’t feel like shifting through posts on here. Should be just under 12 stacks to max. Based on scales only being worth 5rp instead of 10 :/
Clip to the top and nab the box, in and out, 5 minute adventure.
For realsies? SE let content like that out after the mass-ban clipping/duping-alex adventures get onto the live server? Thought they learned their lesson since the AMAN trove boxes can't be scouted via Hex IDs. The box he means is the one from completing the RoE once. You can walk to it in 6-7 mins without speed hacks anyway. The big deal about completing the RoE is you can start augmenting your gear at that point.
Well if dude already finished a piece few days after update, there isnt much time gate here it seems.
Probably just the appetitizer was released (im on a work trip, cant "enjoy" the new content till weekend...)
He finished because he bought scales or have legion of mules. Regular player with 1 account will need realistically around 10-14 days for one piece farming daily.
Traded 5 Emperor arthro shells to vortex (dunno how many it took from inventory, might have only taken 1 of the 5). Summoned Brachys, a crab that had a high ass counter rate and instantly killed me on my thf in one attack round. 500+ damage counters with no DT set. Likely not advisable to spawn mobs solo with trusts.
Bahamut.Lexouritis said: »Personal box at the end when touching Otherworldy Vortex for each FETTER you kill, for all party members. If u kill all 4 fetters AND EVERYTHING around them it seems you will get 4 boxes.
~edited phrasing
So looks like if you solo, go for trash and farm with th4+ and for group you kill featers and go touch otherwordly.
Unless maybe kill 2 featers solo and go to the top? You could open 2 chests that way and get 2 boxes. So in theory maybe even get 4 chests and some scales from farming.
Bahamut.Lexouritis said: »
Personal box at the end when touching Otherworldy Vortex for each FETTER you kill, for all party members. If u kill all 4 fetters AND EVERYTHING around them it seems you will get 4 boxes.
~edited phrasing
So looks like if you solo, go for trash and farm with th4+ and for group you kill fetters and go touch otherwordly.
Unless maybe kill 2 fetters solo and go to the top? You could open 2 chests that way and get 2 boxes. So in theory maybe even get 4 chests and some scales from farming.
I'm not sure if you need to just kill the fetters or the fetters + all the semi-invisible beastmen around the fetters.
It's possible to kill a fetter without aggro from the semi invisible beastmen that are sight aggro like Yagudo and Orcs. I'm assuming Quadav will sound aggro which makes them easier to gather in a group.
On the first day, when I duo'd with my cousin on RUN and me on COR with a THF4 set, we killed 1 fetter but stopped killing the semi-invisible beastmen because they were not dropping anything. Not all of the beastmen aggro'd. Only the Yagudo beastmen that were in sight of us or each other aggro'd us. Care needs to be taken by support in this case as support will get aggro'd if they rush in too early before the tank has claim on everything. These mobs hit very hard.
Definitely go in with at least th4 if solo farming just trash mobs.
Go in with a full, balanced party to maximize drops from fetters. The fetters are easy to kill. The beastmen hit hard and have a little more hp than common trash mobs. Helps to sleep them too as they can easily overwhelm even the toughest of tanks.
Me and a group of peeps went in yesterday, to do some testing.
Killing a fetter + beastman group rewards 10 izzat, no special drops were seen, we did not have a thief, just a range using bounty shot.
Gonna test farm some nms tonight. i tried to spawn 1 today with my alt using unity items, turns out 1 is not enough.
My second run of this is probably the best I can do.
Went in, killed all normal monsters, Feters and Beastmen, killed all of the Yaguado. I had 20 Izzat, spawn a Unity NM Which was a Sporebat type mob that died in a 4 step SC. This NM used Blood WEapon, the NM I tried yesterday used 100 fists and rek'd me.
I got 90 Izzat from Monsters and 22 from the 2 boxes that I got from NM and a chest I used them on. The only thing I didn't do on Floor 1 was spawn the Junction that said "Item can be used to pop something here" I had 3 Sarama Hides, 2 Thuban Things and neither worked, nor did a combination of them work.
All of my drops were done with TH2 from Gear.
Few unanswered questions:
How is the augmentation to Trust power in Odyssey earned? I believe the requirement must be more than simply killing sets of trash mobs and making it to the otherworldly at the end.
Rewards upon reaching end were:
360k gil from a group that killed everything on first floor, 2 NM's popped.
100k gil for solo killing 2 groups (4 izzat) worth of scrubs and reaching end.
On another run I also got 100k gil for solo killing more scrubs (4 sets I think.
Seems like the NMs from either spawn point will be one of the 119/122 unity NMs with similar mechanics, but not exactly the same as my morbol didn't go through 3 stages and only did blood weapon. May be a good ideal to either focus on repeatedly killing one to raise its kill count for the moogle or killing all of them at least once. Can't wait for Pandemonium Warden v3 in the future lol Yep. Surprised the hell out of us.
But as I said I was getting 100k for just clearing a couple of easy rooms and heading for the exit solo for the RoE.
Thinking about it, we did a bit more than the first floor full clear on that run, did a second fetter and agon mobs and popped another NM at least. spawn a Unity NM Which was a Sporebat type mob
What method did you use to spawn this nm?
So there seems to be 2 spawn methods, Unity Item (I think 5 minimum) or Izzat once you have killed a fetter.
In terms of the invisible mobs I don't know if its a coincidence or not but every time they have aggro'd they go after my GEO and no other character. Dunno if the bubble is causing something funky to happen.
It should be possible, to kill fetters on all floors + escape as low as 3 man, I cleared everything in my run and had about 3 minutes to spare but a lot of it was goofing about looking at chests etc. I'd say 4 man would be the most optimal though as you can't really AOE.
Only flaw would be is that the fetters on floors seem to be placed randomly so you could get screwed over on travel times but imagine if you wanted to eat some taco's and take that risk you could and do it no probs.
My second run experience soloing on COR with trusts:
Leaden Salute all the things
Tact/Sam with august, ygnas, monb, star sybill, koru
Killed everything on floor 1 and 4 groups on floor 2
30 izzat but could only find 2 chests to open
both chests only dropped 1 box each so was a little unlucky
TH4
Ended up with 135 scales. Could have been alot higher if I found a third chest and if the chests dropped more than 1 box each.
(I also got a message saying 'moogle magic II' when I killed a regular enemy. Must be to do with the total amount of things killed.)
Leviathan.Kingkitt said: »My findings thus far:
As stated multiples times already here, you can sneak/invisible to maneuver around the mobs here. However..
The invisible mobs appear true sight and/or sound, so you have to be cautious of them.
Appears that killing fetters gives personal loot. We all got a box.
You can solo for the RoE if you want following the guidlines above.
Competing RoE gives you 1 large box.
Clear is NOT party wide and each person must touch it individually for credit. (Also recieved 60k gil, we cleared 1 fetter/quadavs, and the mob family near it)
Didn't notice until after fetter and invisible mobs were dead, but one or the other gave 10 izzat.
Have tried a few different unity mats for unm 119/122 and traded 5 to pop a NM. NM that spawned was of the same mob family as items traded.
Tonight ill be going in with my COR GEO duo. How do you do the fetters? Kill the surrounding mobs then attack the fetter while trusts keep you alive with invisible beastmen smacking you? Then the beastmen?
Pull and kill regular mobs, until you see opportunity where nothing is close to fetter (there is always a moment when there is max 1 mob close to it at some point). Kill fetter fast (It's easy to kill. One good 2 step SC will kill it), then kill remaining mobs. I wouldn't try to aggro more than few mobs in general when solo or duoboxing, especially if you dont have Malignance set on COR.
Something of note to add was that our rng and cor were doing 0 dmg to the fetter from distance and had to move much closer to do any damage. This may relate to how aoe does much reduced damage. Max gil reward is higher than we thought, just got 495k from today's run.
Btw force popping nm's uses a single UNM mat, not 5. And they cannot be reused within the same run. Spawning NM appears to be unrelated to what you use to pop.
So far NM's we faced: Tipuli(fly),Aegupius,harpe(weapon),leucippe and physis (morbol).
Moogle mastery ranks up as you kill stuff, @287 kills, 8x NM and 2 chests we at Mastery III.
Max gil reward is higher than we thought, just got 495k from today's run.
Btw force popping nm's uses a single UNM mat, not 5. And they cannot be reused within the same run. Spawning NM appears to be unrelated to what you use to pop.
So far NM's we faced: Tipuli(fly),Aegupius,harpe(weapon),leucippe and physis (morbol).
Moogle mastery ranks up as you kill stuff, @287 kills, 8x NM and 2 chests we at Mastery III.
Do you need to touch the flux on the top floor to get the gil? Or when does the gil actually get distributed to you? Yes, you have to leave personally to get it, and as always if other party members are fighting its locked out.
My second run experience soloing on COR with trusts:
Leaden Salute all the things
Tact/Sam with august, ygnas, monb, star sybill, koru
Killed everything on floor 1 and 4 groups on floor 2
30 izzat but could only find 2 chests to open
both chests only dropped 1 box each so was a little unlucky
TH4
Ended up with 135 scales. Could have been alot higher if I found a third chest and if the chests dropped more than 1 box each.
(I also got a message saying 'moogle magic II' when I killed a regular enemy. Must be to do with the total amount of things killed.)
Tonight ill be going in with my COR GEO duo. How do you do the fetters? Kill the surrounding mobs then attack the fetter while trusts keep you alive with invisible beastmen smacking you? Then the beastmen?
Pull/kill regular mobs with ranged attack. Run in to fetter with max 1 or 2 shadows aggro. Kill fetter > kill the rest.
Just look out what you aggro. Aggroing BLM mob that stand close to middle will probably result in mass link eventually. Regular mobs dont link at all, but transparent mobs (before and after killing fetter) do.
Each flux takes you to a higher floor. There are 7 floors with the 7th floors flux being the exit and the RoE objective.
Each flux takes you to a higher floor. There are 7 floors with the 7th floors flux being the exit and the RoE objective. Not sure if it was mentioned, but looks like you can't pop the same NM twice from UNM mats in the same run. Popped once on first floor, and later on the 4th floor it gave a message saying we couldn't pop the same NM again.
Sharing Shamgi's notes posted in the BST forum for relevant details:
Ok, just went into an Odyssey and discovered some things:
1. You can charm things in there. Things seemed to be fairly simple to charm, and Charm+ gear meant that my dhalmel stayed charmed 15+ minutes.
2.Charmed pets seem to be quite strong. Beyond the normal HP, they seemed to have fairly high damage, hitting other mobs in their own pack for 4-600 a swing, with crits as high as 900. My Dhalmel once used Berserk and those numbers got pretty big, same with their Sound Wave move. My record was a crit for 1500 or so. This is with NQ food and no other pet related buffs. I had one crawler end up at 74% when it killed another crawler in the pack, likely benefiting from all the DA and Haste.
3. Pets seem quite effective at killing the Halos. They hit hard already, but notably, they aggro nothing, not even the Beastmen around the Halos when doing so. The Halo produces a damaging AOE every couple of seconds that was hitting for 200 or so, but the pet, with it's 40k+ HP, doesn't care at all. Indeed, I left the pet to it's own devices and killed other packs with trusts while it worked the halo down itself, which actually seemed quite nice. When it died, the Orcs around it didn't aggro, so it was easy to pull them one by one, as they don't link either.
4. Mob spawns are random, which can hurt this strat, but from two runs a majority of the packs seem charmable, and many of them are often pretty powerful. Given the strat above, I feel like a monk style pet would be best here.
Overall, I'm super interested in trying this with a full group where you can use the pet to deal with adds while you work on a pack yourself and to safely kill Halos while you clear other things.
One issue was Sic, the recast was way worse than I remembered, and my lua isn't set up at all to deal with it. My best guess is to just set up my gearswap to always produce a physical damage set for Sic and then just use pets who focus physical damage with their TP moves. If it's a buff move, then no big deal, if it's physical then it's the right set.
They do link, my experience has been all sight linking though (fought orcs and yags so far). Do not link with the Fetter though, found this out by trying to range attack the fetter down, only to realize the fetter is immune to auto-range attacks.
They do link, my experience has been all sight linking though (fought orcs and yags so far).
Well its kinda expected. Orc, Yagudo and Goblins are all sight aggro/link. Quadavs are sound aggro/link and it's how they are in Odyssey too.
They arent immune to ranged attacks you just need to be stood in the fetter to do damage.
So not immune to ranged attacks, but immune to any attacks from a range. XD
As with all farming things it's more efficient to solo, if the kill speed is high, like 119 content. 6 solos have 6x more chances for boxes.
Luck's definitely a factor; and yeah I think solo probably is best.
I think a lot of it has to do with people finding each other, people needing to sneak/invis themselves, and having to stagger the flux (so it doesn't glitch out). Was a lot of wasted time there.
Was just curious if other groups were experiencing it as well.
Went in as Pup/Whm. Killed 3 Fetters, champion NM on floor 7 after fetter, and a few other random mobs using automaton only.
Literally no drops + exit only gave me 5k gil.
I wonder if you need to take an action on the fetters or something yourself before you can get drops or credit for killing them.
Went in as Pup/Whm. Killed 3 Fetters, champion NM on floor 7 after fetter, and a few other random mobs using automaton only.
Literally no drops + exit only gave me 5k gil.
I wonder if you need to take an action on the fetters or something yourself before you can get drops or credit for killing them. As group you are suppose to kill Fetter at floor 1,3,5 and 7 and run to otherworldy vortex at the end. You should get 4 PERSONAL box from otherworldy that way and I think one more personal box from killing beastman kings at floor 7 (they are around Fetter there).
So thats 5 personal chests
At least 40 Izzat to open chests
Probably at least 40 single scales from killing trash around fetters if you take at least TH4 with you.
Small boxes are on avg around 13 scales?
So probably around 70-80 scales at least per person, maybe more if you have time to farm more.
Very good geared solo player on specific job like COR, can get more with luck, but it might be other bonuses from killing fetters and NMs that we might dont know about.
Went in as Pup/Whm. Killed 3 Fetters, champion NM on floor 7 after fetter, and a few other random mobs using automaton only.
Literally no drops + exit only gave me 5k gil.
I wonder if you need to take an action on the fetters or something yourself before you can get drops or credit for killing them.
No, you need to kill Fetter AND beastman mobs around it to get credit for personal box at the end and 10 Izzat. I assume you killed only Fetters.
Bahamut.Lexouritis said: »THF can pick the locks/chests in odyssey, in case no one mentioned, or knows about it yet. However some times mimic will pop out. Unsure how hard they are, as it opens with deathtrap, and his mule has sparks gear (and it got one shot). Credit goes to mischief
"Either gave a 'however it has no effect' message and consumed the tool, opened the chest, or a mimic popped out"
Awesome Map created by Pantafernando:
I made a quick map of Odyssey to make ease to hit the fluxes.
Etheral Junctions, Fetters and camps change apparently random.
EDIT: all maps have North heading the upper border.
Aegypius NM:
Bird
Popped using 5 Abyssdiver feathers
Uses Broadside Barrage and Damnation Dive
Uses Perfect Dodge at low HP and gains an Encumbrance aura that stays for the rest of the fight
Carbuncle.Papesse said: »Beware of the Treant NM Ptelea and its dangerous Leafstorm AoE. Leafstorm is hybrid wind based. It can crit, miss, be absorbed by shadows and Elemental Sforzo. One For All, Gelus Valiance and Baraero substantially reduce damage.
As far as getting these telepoints, mentioned on BGwiki's Odyssey page that you're supposed to be able to travel between to get to further levels of Odyssey, does anyone have any info on the requirements to gain access to these? Do you have to kill all of the fetters to go up a floor? Also, has anyone tried going in with a group of six and then disbanding and everyone using their own trusts to expediate the process of both killing enemies on every floor, taking care of all the fetters on a floor and then popping the nm's so that you might progress to these tele-points if those happened to be the requirements? I know some players might have found that they can farm higher amounts of the Lustreless Scales solo rather than teaming up but if you go in with 6 and then make you're own parties with trusts.. and there are multiple telepoints with up to say 15 sets of mobs and fetters then the possibility of having a high return still might be worth it.
Another thing i noticed maybe means nothing but i saw some pixels floating out of nowhere that seemed like a mobs name. Maybe a glitch? Or the others maps? Or a random mob?
I'm sure people regularly killing fluxes/beastmen already knew this, but AoEs that would have hit the untargettable/invisible beastmen will still generate enmity on them, so people should watch for that if they're sleepgaing or horde lullabying fodder.
We spawned an NM in today's run.
Brachys: Crab NM (PLD/MNK)
Had a pretty decent (25-30%) Counter rate. Bubble Curtain's Shell effect reduced enspell (RDM with Crocea Mors) dmg to 0 unless it was dispelled. Used Invincible at 25%. Easily landed enfeebles (Slow, Para, Blind, Frazzle, Distract) Pretty easy fight overall.
It was spawned using 10 Izzat after we killed Fetter + Beastmen mobs surrounding it.
Asura.Ladyofhonor said: »I have Moogle Mastery III, not sure what's doing it. Status report has:
Nostos killed: 306
Damysus: 2
Salmandra: 2
Cynara: 1
Chests: 3
Seems I ranked up when I killed an Agon Bruiser.
The augment system is “tiered”. I’m working on my alts Emeici +1.
Ranks 1-5 give +2 damage. Ranks 6-10 give +2 damage, +3 acc/macc. I assume ranks 11-15 give +2 damage, +3 acc/macc, +2 crit rate.
That’s a neat way to do it, it incentivizes the more expensive ranks.
Just had a bad solo experience... turns our not all popped NM's are soloable. Do not recommend popping the nm's for 10 izzat.
Got a cactus who would constantly triple attack and did 600 normal / 1200 crit per attack round. August got insta-KO then healer then myself within 7 seconds.
Recent Video by Brother Ejinn and Martel:
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