Cleared earlier today using RUN SCH BRD COR NIN GEO. Geo running frailty + fury, entrusting barrier to RUN. Bard giving HM, preludex2, and minuet5 to COR then HM+March, Min5, and Madrigal to NIN/RUN. COR using Sam/chaos
COR + RUN kill Freyja while NIN pulls Frigg away and solos it away from the group. If NIN can tank properly they will require zero healing or assistance From the main party, outside of the initial buffing, just need to make sure you don’t accidentally kill Frigg before Freyja dies.
NIN joins the group to help mop up Skathi for the win. Skathi seems to have extremely high MEva so debuffs we’re a but tricky to stick. Hate reset from her is annoying but not super hard to recover from. Helpful for melee to carry antidotes to make life easier on BRD and Healer.
Done some testing on Ambuscade and found some info on new moves used. They are infact gaze moves and can be avoided by turning away. Both Noxious Dance and Edifying Dance can be avoided by turning away. (Edifying Dance is a hate reset)
I have also done some log parsing to try get a close and accurate estimation of the wind up timer for the ready moves. They have infact made it easier to turn, The "regular" gaze moves, Petrifcation, both new hate resets etc have roughly a 0.8s to a 1s ready time and are very easily avoided without React.
However, the Charm based move, Raqs Baladi Dance has a slightly faster wind up timer and estimating it to be roughly 0.6s-0.7s. To be able to see it appear quick enough you need to have a lot of filters. I use vanilla chat log and only had my damage on at the time.
I'd recommend trying this month without React, because it's much more fair and doable than it once was.
Done 5m clears with MNK COR WHM BRD PUP GEO. I straight up tank Freyja, and Skathi. I just kill Freyja asap and then kill skathi. If I get hit with hate reset, they usually go to my whm, so I just turn whm around and have em get glowy, so they just go back to me lol. For GEO I use indi-wilt which makes EES quite survivable, along heavenly arrows.
Multi-step possible but challenging given the amount of turning going on for TP moves.
Please don't judge my epic text-pic skills. Cheers!
My LS mates and I have been doing PLD, WAR, COR, WHM, BRD, SCH on VD with 6-7 minute clears following this strat. The WAR and COR could be any DD and the SCH could be anything. Seems like it is more of a WHM check to make sure you get the poison / petrification off than anything. Good month to carry mules or others through.
Impulse drive seems to do very good and consistent damage so I haven't bothered switching into my H2H or Chango sets, just using shining one for all 3 mobs.
Done 5m clears with MNK COR WHM BRD PUP GEO. I straight up tank Freyja, and Skathi. I just kill Freyja asap and then kill skathi. If I get hit with hate reset, they usually go to my whm, so I just turn whm around and have em get glowy, so they just go back to me lol. For GEO I use indi-wilt which makes EES quite survivable, along heavenly arrows.
Tried this setup, it was a breeze on D (Didn't want to try VD because we had no IGEO, so we replaced it with SMN buffs). Recommended.
Done some testing on Ambuscade and found some info on new moves used. They are infact gaze moves and can be avoided by turning away. Both Noxious Dance and Edifying Dance can be avoided by turning away. (Edifying Dance is a hate reset) .
How long until they fix “Implaing” to “Impaling”????!!
OP spells it Imperiling Disregard. the right spelling is Implaing Disregard. Now if i can just find why my tank still getting charmed, might be able to ranged this. I dont want to HAVE to use react, i might of turned it off there and thought it was on. so just back tank it maybe.
Indi-Wilt, Indi-Fury, Geo-Frailty, Crystal Blessing, Samurai Roll (one SMN is sub COR, the other sub WHM).
They use Skathi as TP battery, and one MNK WS's on Frigg, while the other WSs on Freyja. Kill Freyja first or try to kill them at same time to prevent resummon. Mew.
Indi-Wilt, Indi-Fury, Geo-Frailty, Crystal Blessing, Samurai Roll (one SMN is sub COR, the other sub WHM).
They use Skathi as TP battery, and one MNK WS's on Frigg, while the other WSs on Freyja. Kill Freyja first or try to kill them at same time to prevent resummon. Mew.
RUN MNK MNK WHM GEO SMN actually, WHM is /SMN for additional lullaby it seems?
Also, it mentions Indi-Wilt for when Freyja is up(?) Need someone to properly translate that lol
Indi-Wilt, Indi-Fury, Geo-Frailty, Crystal Blessing, Samurai Roll (one SMN is sub COR, the other sub WHM).
They use Skathi as TP battery, and one MNK WS's on Frigg, while the other WSs on Freyja. Kill Freyja first or try to kill them at same time to prevent resummon. Mew.
RUN MNK MNK WHM GEO SMN actually, WHM is /SMN for additional lullaby it seems?
Also, it mentions Indi-Wilt for when Freyja is up(?) Need someone to properly translate that lol
Also, it mentions Indi-Wilt for when Freyja is up(?) Need someone to properly translate that lol
支援はインデウイルト(フレイルが破壊されたらインデフューリー)グローリー サークルのジオフレイルクリスタルブレンング
Assistance is Indewilt (Indefury if Frail is destroyed) Glory Circle Geofrail Crystal Blending
Briefly looking at the vid it seems they're simply using Skathi as a TP battery with capped subtle blow and <lastst> ws'ing Frigg and Freyja same time with 1 MNK on each while mewing so TP moves are at total minimum then just finish off Skathi. Wilt might just be for the EESs that can go off.
What were you doing to get your JR numbers that high? I had 2 cors, and a bard, and my JR's were only 17-18k, with 13-14k crits
Interested as well, though I haven't tried that particular weapon this month (been sticking to Annihilator)- set does seem to be more DEX based vs crit rate/dmg than mine (examples being legs/rings/earrings).
Fun stuff though- and always glad to see when that particular RMEA gets some love.
Found another fun way to do this that allows for a carry slot in the 6th position. Comp is WHM BRD MNK NIN GEO X
Ninja lines up on left side with GEO, Monk on the right alone, bard and whm + whatever middle. Nin grabs Frigg and Skathi off pull and monk gets Freyja. Monk solo kills Freyja while NIN holds the other two and chips down either one. GEO supplying Voidance + slip to maximize blink tank evasion. Full time migawari to block one of the EES to allow for easy healing.
After Freyja dies monk moves to NIN area (carefully) and double teams the remaining adds for the win. Swapped from voidance/slip to fury/frailty after Freyja dies. Typically kill Frigg second since she’s a bit more reserved than Skathi due to the latter having heavens arrows. Takes about 6-8 minutes doing it this way including buffs
If you're wanting to carry people I think the melee strat on the first page is the way to go if you can manage the looking away. Keep them stacked, nothing fancy, it is just a simple fight, no 2hr needed.
With PLD, WAR, COR, BRD, WHM, carry slot the fastest we cleared was 5:56 including buff time averaging about 6:20 clear time.
Last night we were doing PLD, DD, WHM, BRD, carry, carry and averaging about 8:30 clears including buff time. Longest was about 10 minutes because the DD got charmed.
What were you doing to get your JR numbers that high? I had 2 cors, and a bard, and my JR's were only 17-18k, with 13-14k crits
I've found GEO to be much more effective this Ambu.
COR Last Stands with GEO buff can hit 40k on Skathi (which while we're on this, are we sure Freyja is the one weak to piercing? I feel like Skathi takes more damage from Last Stand than Freyja lol).
Bozzetto Freyja: ~600k
Weak to piercing damage.
At lower HP, a Lamia will gain a regain effect.
If the Skathi and Frigg are defeated before the Bozzetto Freyja they will respawn.
Every 25% HP lost on the Freyja will cause all enemies to simultaneously use Eagle Eye Shot.
If the target with hate turns their back and breaks gaze contact for ~4 seconds then the Freyja will gain an aura.
This causes the Freyja to begin ignoring enmity and changing targets.
The new target should bring the Freyja back to the tank and reestablish a gaze on the target will remove the aura and return enmity to normal.
Uses the following moves: Tail Slap: Conal Physical Damage damage and Stun. Pinning Shot: AoE Physical Damage damage and Bind. Shadow Thrust: Single target Physical Damage damage. Draw In: Used against players which cast offensive magic (enfeebling magic, geomancy, etc) on Freyja. Petrifying(Edifying) Dance: AoE Magical Damage Terror and hate reset if directly facing Freyja. Petrifaction: Conal Magical Damage Element: Earth Petrification if directly facing Freyja. Imperiling(Implaing) Disregard: AoE 15' Magical Damage Element: Earth Petrification and 3-count Doom if not directly facing Freyja.
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Bozzetto Skathi: ~550k
Weak to Blunt blunt damage.
Defeating the Bozetto Freyja will cause the Bozetto Skathi to spam Blight(Noxious) Dance.
Very Difficult: The Bozzetto Skathi will repetitively use Blight(Noxious) Dance irregardless of the Freyja being defeated or not.
If the target with hate turns their back and breaks gaze contact for ~4 seconds then Skathi will gain an aura.
This causes Skathi to begin ignoring enmity and changing targets.
The new target should bring Skathi back to the tank and reestablish a gaze on the target will remove the aura and return enmity to normal.
Uses the following moves: Tail Slap: Conal Physical Damage damage and Stun. Shadow Thrust: Single target Physical Damage damage. Calcifying Deluge: Conal Physical Damage damage and Petrification. Divine Retribution: AoE 15' Physical Damage Damage, Petrification, and hate reset. Blight(Noxious) Dance: AoE Magical Damage Element: Earth Petrification and 300/tic poison if directly facing Skathi. Petrifaction: Conal Magical Damage Element: Earth Petrification if directly facing Skathi. Imperiling(Implaing) Disregard: AoE 15' Magical Damage Element: Earth Petrification and 3-count Doom if not directly facing the Skathi.
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Bozzetto Frigg: ~480k
Weak to Slashing slashing damage.
Defeating the Bozetto Freyja will cause the Bozetto Frigg to spam Raqs Baladi Dance.
Very Difficult:
The Bozzetto Frigg will repetitively use Raqs Baladi Dance whether Freyja has been defeated or not.
Will use it much more than the rest of her abilities, therefore using a pet to tank it is more safe.
Has an additional effect "Petrification" on auto-attacks, last for 1~2 seconds maximum. Cannot be dispelled.
If the target with hate turns their back and breaks gaze contact for ~4 seconds then Frigg will gain an aura.
This causes Frigg to begin ignoring enmity and changing targets.
The new target should bring Frigg back to the tank and reestablish a gaze on the target will remove the aura and return enmity to normal.
Beware that this will also work on pets, so if you're using a PUP tank strategy, make sure the puppet face it before pulling it into a corner.
Uses the following moves: Tail Slap: Conal Physical Damage damage and Stun. Raqs Baladi Dance: AoE 15' Magical Damage Element: Light Gaze charm and Burn if directly facing Frigg. Chastening(Chasting) Disregard: AoE 15' Magical Damage Amnesia and Mute if not directly facing Frigg.
Monk solo with Trusts. Take Frigg to low HP. Kill Freyja. Kill Frigg making sure to run out of range of Rags Baladi then run back in to attack/WS. Finally, kill Skathi away from party making sure to turn when appropriate.
Strategy: Party move 20+ from start and always stay 20.1+ from all three. PLD pulls them to start and faces them to party. PLD turns away on: Petrifying Dance, Petrifaction, Blight Dance, and Raqs Baladi Dance. Kill order: Freyja > Skathi > Frigg Dia II followed up with light shot x2 Just before Freyja goes down PLD uses Fealty
COR: Samurai / Chaos rolls, and Tactician / Hunter if using second COR.
BRD: Honor March, Minuet x2, Archer's Prelude (or second Minuet if CORx2 and only 3 songs available). Scherzo on tank.
Strategy: PUP tanks Frigg far away while tank pulls to where party zones in. Tank turns during gaze moves, and faces Freyja and Skathi during any Disregard moves. BRD prioritizes Poisona if tank misses turning or facing a special move while WHM prioritizes Stona. Kill Freyja, then Skathi, and finally Frigg (let the puppet tank Frigg). As long as no one casts a debuff directly on Freyja (causing Draw-in), and the tank can at least avoid Doom (face target during Imperiling Disregard), this should be a very easy battle.
Just did one sucessful VD run on SMN burning. Later gonna do more to see how robust is this strat.
RUN SMN SMN SMN GEO COR (mule, leech) The COR is just a roll leech mule, probably can be swapped by another more effective party. Anyway, he used crooked beast plus drachen.
2 nirvana SMN uses Ramuh > Voltstrike.
The third SMN, can be any, uses Cait Sith for mewing burn.
RUN enter, grab everyone and uses sentinel (i used /PLD) then battuta followed by Elemental Sforzo.
GEO bolstered uses Frailty, i used Torpor but im considering to swap for Barrier, Wilt or Regen, because the EES have been doing considerably dmg on my RUN.
Just burn it as fast as you can just staying alert to swap target as soon as the current one dies. I used Freya, then any other one because Mewing Lullaby prevented any TP move during the fight.
Risks noticed: if EES kills tank, kills pet in case you lose hate or you lack dps. In my run, i finished barely by the time my conduit wore off. Maybe with practice i can better swap my target as soon as it dies. To mitigate this last risk, you can choose the less troublesome add to deal with after conduit if you consider it will wear off before finishing the fight, or drop the COR for another dps. Another improvement i will do is probably changing Ramuh x2 to Ramuh + Siren, to speed up Freyas kill (weak to piercing).
Tank, multi-damage-type DD (Piercing/Blunt/Slashing) [not essential but speeds things up], COR, BRD/WHM, GEO (optionally another multi-damage DD), WHM.
Eg: PLD/BLU - WAR - COR/NIN - GEO/RDM - BRD/WHM - WHM/SCH
BRD and WHM may want to prioritise a debuff each between Poison and Petrify for an easy life, Divine Caress is very powerful here.
Buffs: Marchx2, Mad, (Min5 if 4th song available), Chaos/SAM, Indi-Barrier/Geo-Frailty/eIndi-Wilt (bubbles may vary with support/buff combos).
Pull boss + adds to corner, stay facing as much as possible outside of required turn-arounds.
DD(s) and COR position behind mobs, COR should ideally be meleeing for TP even if using LastStand in case of hate reset.
Mages position out of range behind DD(s)/CORs.