The difference is, Wotasu's file redefines a set of actions for the same mob multiple times, which means that only the latest definition would be active. Mine only defines a set for each mob once.
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Certain ability recast times of the Medusa enemies have been increased to make it easier for you to deal with the challenges they pose.
I mean, it's not how often they use the move but how fast the move readies that people have the problem with.
It's not that they use it, or how many times they use it. But how severe the penalty is for failure, and how little reaction time there is.
Not that they give a ***or know the difference. Using it less does make it easier in theory.
In theory if they put forced cooldowns on TP moves, you can full zerg NMs (after they use specific TP move once) for however long that cooldown is, knowing it wont use that TP move again.
so do you know when the last slot of Ody gear will come out?
like Rank 30
So every big update for ody has been jan/Feb time, original bosses started after new year, then were slowly rolled out A1(Jan21)/A2(Jan21)/A3(Mar21)/A4(Apr21). V20 was released the beginning of this year, I'm a summing v25 beginning of next year, prob Feb with mlvl50 being the big deal in December.
Intense Ambuscades have undergone the following adustments.
The amount of time between readying and activation of the following abilities used by Bozzetto Freyja and Bozzetto Skathi has been increased.
Petrifying Dance
Very Easy: From 4s to 5s.
Easy: From 3.5s to 5s.
Normal: From 3s to 5s.
Difficult: from 2.5s to 4s.
Very Difficult: From 2s to 4s.
Impaling Disregard
Difficult: From 2.5s to 4s
Very Difficult: From 2s to 4s.
Bozzetto Freyja’s how has resistance to multiple-hit pacts.
Bozzetto Frigg’s logic for starting to use special abilities has been changed to own HP remaining.
Additionally, the a visual effect will now display when Bozzetto Frigg becomes able to use those abilities.
Very Easy: 40% and below
Easy: 80% and below
The amount of time between readying and activation of the following abilities used by Bozzetto Frigg has been increased.
Raqs Baladi
Very Easy: From 4s to 5s.
Easy: From 3.5s to 5s.
Normal: From 3s to 5s.
Difficult: from 2.5s to 4s.
Very Difficult: From 2s to 4s.
Chastening Disregard
Difficult: From 2.5s to 4s
Very Difficult: From 2s to 4s.
The chance of Bozzetto Frigg’s autoattack applying petrification on Very Difficult have been decreased from 20% to 5%.
React trying to send packets on 6 characters at once seemed to have some difficulty on Freya, as some of them were having trouble executing the turnaround. EDIT: I know realize that you probably don't even need to use it on WHM. Just perma face WHM away. DOUBLE EDIT: WHM and GEO need to turn too or they get doomed/petrified by Freya. Sad face.
After Freya, you can kill the other two in whatever order. Raqs Baladi is charm-if-facing and I had it labeled wrong in my React file, so everybody got charmed a few times before I fixed it on the fly.
VD dead in 7 minutes even with several 40 second charm-ga's and 2 dead DD.
If you don't wanna use your special NordVPN to assist, you are gonna need to git gud at turning around. The setup would be the same however. Pretty sure you want/need a tank to mitigate the EES x3 that happens several times before Freya is dead. You could drop a WAR for another DD or even a GEO.
Wiki had listed that Frigg and Skathi are weak to blunt/slashing, but they were also weak to getting their tiddies Impulse Drived off, so I didn't bother switching weapons. The damage type weakness isn't enough to warrant building a party specifically around that.
React trying to send packets on 6 characters at once seemed to have some difficulty on Freya, as some of them were having trouble executing the turnaround.
After Freya, you can kill the other two in whatever order. Raqs Baladi is charm-if-facing and I had it labeled wrong in my React file, so everybody got charmed a few times before I fixed it on the fly.
VD dead in 7 minutes even with several 40 second charm-ga's and 2 dead DD.
If you don't wanna use your special NordVPN to assist, you are gonna need to git gud at turning around. The setup would be the same however. Pretty sure you want/need a tank to mitigate the EES x3 that happens several times before Freya is dead.
Wiki had listed that Frigg and Skathi are weak to blunt/slashing, but they were also weak to getting their tiddies Impulse Drived off, so I didn't bother switching weapons. The damage type weakness isn't enough to warrant building a party specifically around that.
Nice thanks. 2 of us DB 3 guys each. impulse tiddies gotcha. So I actually need to use a VPN for react to catch it?
Nice thanks. 2 of us DB 3 guys each. impulse tiddies gotcha. So I actually need to use a VPN for react to catch it?
They gave all of her TP moves a longer readying time, so you can do it manually, probably won't be able to do it if you have to control two characters at once though. If you are a single DD turning, you can easily do it.
Are you guys seen instances where the lamias moves are the same as the dullahan ambuscade? just got hit with nether castigation but it gave us petrification
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.