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Oathsworn Blade Master Trial - Cleared
By Dodik 2025-03-24 06:49:08
Sounds a lot like an exploit..
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サーバ: Bahamut
Game: FFXI
Posts: 23
By Bahamut.Creaucent 2025-03-24 07:30:38
Sounds a lot like an exploit..
Obviously, it sounded like an exploit from the start. Out range a ranged attack and that breaks the bosses attacking behavior. One could easily see that this wasn't a common grav kite method of a fight.
Funnily enough we don't have people calling out Xolla's group for winning the fight using an exploit but we do Shiraj's group for using addons that most of the player base uses. If people think that JPs don't use addons they are deluded.
Asura.Eiryl
By Asura.Eiryl 2025-03-24 07:50:13
The difference is we all know anchor is cheating. (we shouldn't (don't) care but facts are facts)
We don't know until they fix it if they intended his AI to behave that way (probably not, but we don't know) It may be the exact same for SR that's been there for what, 13 years now?
By K123 2025-03-24 07:51:15
Sounds a lot like an exploit.. Like killing Dynamis Lord and AV using KC DRK?
Like SMN burning so fast mobs don't get chance to do anything?
Like cheese TP denial?
Could go on and on, but the game is pretty ***and all end game content has been exploited and cheesed for 20 years basically.
There are exceptions. I would say Salvage was really good designed content.
By Ovalidal 2025-03-24 08:22:32
https://wonderfornia.hatenablog.com/entry/OathswornBlade2
Xolla is breaking the write-up for this into parts. Here is part 2. Nothing new, but it's here is you'd like to read it.
By Godfry 2025-03-24 08:32:24
Bahamut.Creaucent said: »Sounds a lot like an exploit..
Obviously, it sounded like an exploit from the start. Out range a ranged attack and thats breaks the bosses attacking behavior. One could easily see that this wasn't a common grav kite method of a fight.
Funnily enough we don't have people calling out Xolla's group for winning the fight using an exploit but we do Shiraj's group for using addons that most of the player base uses. If people think that JPs don't use addons they are deluded.
Shiraj's group kill was the first kill. End of story! Let people focus on the strat now.
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Lakshmi.Buukki
By Lakshmi.Buukki 2025-03-24 09:05:57
Like killing Dynamis Lord and AV using KC DRK?
Like SMN burning so fast mobs don't get chance to do anything?
Like cheese TP denial?
It's not that simple, and it really depends on what our definition of an "exploit" is. Most would consider an exploit to be the intentional abuse of a game design or flaw that operates outside of the parameters of how the game is supposed to work. SE would have to weigh in here to tell us if August's behavior is intended or a bug. The examples you provided are not exploits.
KC DRK - just a hyper-elevated version of the zerg. Zergs are just ways of manipulating the boss via brute force, because their AI can only perform so may actions at one time. The idea is to overload the AI so that it can't kill you before you can kill it. I never see zergs as an exploit because you're just killing the monster extremely fast; you still have to deal with some of it's mechanics, but nothing you're doing is exploiting game design. It should be noted that SE never banned anyone for this method. Instead, this ingenious method big brained the devs and they responded by making AV resistant to Soul Eater.
SMN AFAC - Same as KC, its a zerg, SE responded by making a "Blood Pact wall"
TP reset - still operates within the framework of the boss, there's no specific set of steps you need to replicate success, you just don't ever allow a monster to get a move off. The counter to this is make monsters use TP moves every 2-6 seconds (Shinryu is a prime example, TP denial has zero effect on him).
Other methods (counter) - Cleaving (-99% DT secondary targets), Manaburning (Mana Wall), Stun locking (Stun resistance), Perfect Defense/Asylum (Ignores PD, Asylum lasts 30 seconds), Kaustra Bumba (increasing DT tiers, or Dark resistance), Zombie (party/alliance aggro), sack pulling (party/alliance aggro), Crowd Control (sleep/petrify/bind resistance), kite strat (Gravity immunity) etc. There's a lot of strategies that are not exploits because they operate within the framework of how the monster is supposed to behave.
A clear exploit: During AV days, some people figured out you could fight AV on the other side of a wall and he couldn't target you or hit you back. Clearly an exploit, you're not supposed to be able to do that normally, and SE responded by giving out warnings to players.
Another example: Salvage exploit. Warping back down and collecting Alexandrite multiple times per run. You're not supposed to normally be able to do that. Salvage bans ensued. Or medal duping. Not intended, ban worthy (for some)
The difference with the August/Oathsworn Blade Master Trial about his bow animation/locking him out of TP moves is that it's not a simple Kite Strategy. If that were the case, it would be repeatable every single time. For instance, when you Kite strat Aita or Gartell, you throw on Gravity and kill him while he runs after one target. There's nothing more to it than that. In this case, as Bigtymer outlined, there's a very specific set of steps you need to do properly in order to "lock" August out of doing Null Field/TP moves. The fact that it happens only with his Bow Animation (from reports of Xolla and Shiraj's own testing) implies that there's something about him failing to fire his ranged attack that causes him to "reset" or behave improperly. My guess is it's similar to the "You move and interrupt your aim" message players get when you move before a Ranged Attack goes off. The animation freezes, the player resets, and the action is cancelled. With August, after outranging his Bow animation successfully, he no longer can use moves beyond a certain range, even when he normally could do that before. The fact that Xolla and crew specifically stopped and attempted this a second time shows they were absolutely targeting this to get August to stop using Null Field.
Now we have no way of knowing whether this behavior is intended, since in Sinister Reign, the arena is too small to test and check. So people probably never knew his AI stops acting beyond a certain range after the bow animation, like Eiryl says. I do think the method here is smart by Xolla and team, but you can't tell me forcing August to become a crab is intentional by moving out of range of his bow animation is how he's supposed to behave.
Now will SE come out and say Xolla's team clearly exploited a bug or loophole that was unintentional? Probably not, JP are golden children. Maybe they patch it and move on if others find out about it, or they leave it how it is, because the Master Trial is already super hard even attempting this way. But if SE does come out and patch it or acknowledge it was a design flaw and Xolla's team exploited it, yall need to keep that same energy you had for Shiraj/Bigtymer's crew...
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サーバ: Bahamut
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Posts: 23
By Bahamut.Creaucent 2025-03-24 09:12:19
Sounds a lot like an exploit.. Like killing Dynamis Lord and AV using KC DRK?
Like SMN burning so fast mobs don't get chance to do anything?
Like cheese TP denial?
Could go on and on, but the game is pretty ***and all end game content has been exploited and cheesed for 20 years basically.
There are exceptions. I would say Salvage was really good designed content.
None of those are exploits they are all actual game mechanics and are design as intended at the time. KC zerg on AV got nerfed because the devs wanted the player base to use the intended mechanics while DL didnt get nerfed. The Dyna group i was in also KC zerg animated weapons and they also didnt get a nerf.
What most likely isnt a mechanic is out ranging a ranged attack to bug a boss it into auto attack only to stop it from using a TP move without TP denial.
By Dodik 2025-03-24 09:25:43
I don't see how a mob pulling out his bow and doing nothing else if you walk away can be anything but a bug.
Making use of bugs in order to clear something is the very definition of an exploit.
Doubt it will get patched, but who on earth looks at this and goes "Yup, nothing wrong there".
TP denial is a solid mechanic that relies on players casting spells and using in-game mechanics to drain TP. It's literally part of the game.
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Asura.Eiryl
By Asura.Eiryl 2025-03-24 09:29:53
The only part that's broken is he can't or won't cast holy 2. The bow itself isn't 20+(it's a melee attack with a silly animation) and it's possible they decided not to let him use nullfield back to back. (won't let him spam holy 2 either)
Don't know enough to know if he'll recast shell/protect without watching again to see if they were dispelled or not.
When you gravity the frog it spams spells because its a blm, August doesn't cast banish123 or holy 1
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By K123 2025-03-24 09:33:52
SE intended for Souleater+KC? hahahahaha
SE intended for chainspell stun lock? hahahaa
Come on, these are all *** strats that exploited SE's lack of awareness of how the game actually works. If all these things weren't unintended they wouldn't have been prevented in newer content as raised above.
SEBW KC nerfed, ACAF nerfed, TP denial nerfed (but dumb kiting wins anyway), new content will definitely not be gravity-able, etc.
There has been little end game content which required genuine skill and strategy over cheese and exploiting SE laziness and lack of knowledge of their own game.
Kings and other HNM were legit content, ruined by the game being made in a way that allowed botting. Dumb content because of that.
Sky was good bosses, dumb collection system which made RMT bot and camp pop item NMs though.
Dyna was fine, except the DL cheese or needing to stun lock which is obviously dumb too. DL should have been designed better.
Limbus was good, not sure of any cheese strats for Omega and Ultima but they could be utsu tanked which I actually think was good for variety.
Sea was fine except the AV cheese nonsense. Forced good variety in set ups.
Salvage was good - no ability to exploit boss fights (not talking exploiting drops which was dumb on SE's behalf)?
Einherjar was really good.
Delve was good until stun botting was the norm.
Vagary was good.
Omen was good (got way too easy over time and with >6 though, would love there to be hard mode added).
Gaes Fete is mostly pretty good except allowing SMN burn. Would have liked Kouryu and WoC to have been better fights like making us kite Kouryu and kill adds like old Kirin rather than a melee burn on both though. Teles is the only dumb fight in Reisin IMO.
Never did Legion sadly since I didn't play those years, but I don't recall any exploits.
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By K123 2025-03-24 09:36:08
TP denial is a solid mechanic that relies on players casting spells and using in-game mechanics to drain TP. It's literally part of the game. So why prevent it on CoD? You really think they're gonna let it be used in any more new content? I think this outlines SE's position.
I expect Gravity kiting to be nerfed too.
Asura.Shiraj
サーバ: Asura
Game: FFXI
Posts: 1,116
By Asura.Shiraj 2025-03-24 09:41:24
The only part that's broken is he can't or won't cast holy 2. The bow itself isn't 20+ and it's possible they decided not to let him use nullfield back to back. (won't let him spam holy 2 either)
Don't know enough to know if he'll recast shell/protect without watching again to see if they were dispelled or not.
When you gravity the frog it spams spells because its a blm, August doesn't cast banish123 or holy 1 As mentioned, making him a sitting duck unable to act prevents him from summong Naakuals until he gets close. This allows you to skip 4 cycles (in the video at least) of No quarter + Daybreak (25%~) DT while active. The push from 100% to 1% (or close) is not possible if he summons a Naakual as soon as he gets to 90% which he will do if he can use TP moves/spells. Null field is the indicator that he can do anything since it has absurd range.
Either way people should use this to try clear. Most of the difficulty is still there, if you can beat the dps check you deserve the clear, regardless how you did it. There's still a LOT of luck + coordination so it doesn't just make the fight easy.
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Lakshmi.Buukki
By Lakshmi.Buukki 2025-03-24 09:43:20
SE intended for Souleater+KC? hahahahaha
SE intended for chainspell stun lock? hahahaa
Come on, these are all *** strats that exploited SE's lack of awareness of how the game actually works.
Big braining the devs isn't the same as abusing an exploit. There's no way in hell SE intended for you to kill Bumba with Kaustra MB, but it falls within the scope of killing the monster within the parameters of the abilities in the game, but more importantly, does not employ a malicious abuse or using an unintended bug to achieve a win. If you stun a monster repeatedly and that monster does not have a resistance to stun, he loses because you overcame whatever annoying mechanic you were trying to avoid. That's smart strategy. If you cast Absorb-CHR on Aminon after he swings exactly 6 times and he literally falls and drops 10 Mesos and 5 +1 cases, that's not supposed to happen.
You are confusing using a strategy to kill a boss with someone who may be (I can't say for sure, so wording it as such) using a bug that causes the boss to behave erratically or weirdly. The part that you're misunderstanding is that Xolla uses a valid strategy in the kite mechanic, but it's preceded by something that appears buggy that makes the kite strategy even feasible.
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Asura.Eiryl
By Asura.Eiryl 2025-03-24 09:44:54
Not being able to call the first nakuul may be the way it's programmed or it may be stuck on the stack due to the coding. we can't know.
サーバ: Bahamut
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By Bahamut.Creaucent 2025-03-24 09:47:12
CS Stun was used on a wide variety of fights back at 75 days, not just DL, and latest was during the delve era. So yes very much intended.
SE saw how powerful KC DRK zerg and Apoc SEBW zerg was and introduced the Souleater resistance and the 80% haste cap respectively. Neither were "exploits" and both were intended mechanics at the time. SE just didn't realise how powerful having multiple DRKs doing this was, oversight yes exploit no.
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Asura.Shiraj
サーバ: Asura
Game: FFXI
Posts: 1,116
By Asura.Shiraj 2025-03-24 09:47:51
Not being able to call the first nakuul may be the way it's programmed or it may be stuck on the stack due to the coding. we can't know. This is quite possible, but I doubt it. I'm mad I didn't find this lmao. It's quite the find.
By Godfry 2025-03-24 11:15:51
People sporting Nyame R30 talking about cheats and exploits. If we could make Bumba fall off the edge we would have used it.
Master Dev: Boss, people are zerging bumba with Savage Blade spam, bypassing the intended mechanics.
Boss: Add WS wall, damage type wall, timed fetters etc so they can't zerg it.
Master Dev: Boss, they are now going lower than SB zerg, they are DOTing bumba to death and just sitting there waiting for Wild Card.
Siren.Dekoda
サーバ: Siren
Game: FFXI
Posts: 134
By Siren.Dekoda 2025-03-24 11:42:09
Who wants to do the same strategy for 20 years? I like that SE makes old strategies unviable so it makes players come up with new ones. Just because they nerf it on new content doesn't mean it was bugged. It's kind of the dev vs player mentality this game has.
I do think nerfing an existing strategy on current content is dumb. For example, nerfing KC+SE on AV was dumb. Obviously an oversight by SE so they patched it. Kind of invalidated players for out smarting SE. They should have come up with a new super boss that the strategy wouldn't work on.
By K123 2025-03-24 12:17:31
Bahamut.Creaucent said: »both were intended mechanics at the time ITT: SE nerfed SEBWKC because it was an "intended mechanic"
By K123 2025-03-24 12:18:52
You are confusing using a strategy to kill a boss with someone who may be (I can't say for sure, so wording it as such) using a bug that causes the boss to behave erratically or weirdly. The part that you're misunderstanding is that Xolla uses a valid strategy in the kite mechanic, but it's preceded by something that appears buggy that makes the kite strategy even feasible. I'm not misunderstanding or confusing anything. I'm saying I think the difference is purely semantic. The game has been cheesed in dozens of ways for years - this win is no worse than Bumba wins, TP denial ***, KC DRK, etc.
By Shichishito 2025-03-24 13:23:47
I do think nerfing an existing strategy on current content is dumb. For example, nerfing KC+SE on AV was dumb. Obviously an oversight by SE so they patched it. Kind of invalidated players for out smarting SE. They should have come up with a new super boss that the strategy wouldn't work on. Generally I'd agree but a strategy that is bottle necked by something as rare as KC + the mentality of the FFXI community where the first successfull strategy is usually seen as the only valid one I think it was the right call.
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Posts: 23
By Bahamut.Creaucent 2025-03-24 14:41:39
Bahamut.Creaucent said: »both were intended mechanics at the time ITT: SE nerfed SEBWKC because it was an "intended mechanic"
AV and only a couple of other NMs got the souleater resistance and everything else it still worked on so yeah INTENDED.
By K123 2025-03-24 18:30:26
Bahamut.Creaucent said: »Bahamut.Creaucent said: »both were intended mechanics at the time ITT: SE nerfed SEBWKC because it was an "intended mechanic"
AV and only a couple of other NMs got the souleater resistance and everything else it still worked on so yeah INTENDED. No. SE ACCEPTED SEBWKC for Dynamis Lord like they ACCEPTED TP denial for Aminon like they ACCEPTED Kaustra for Bumba like they ACCEPTED Grav kiting CoD and F/H like they ACCEPTED AFAC burn for Gaes Fete, like they ACCEPTED stun locking Delve bosses, etc.
None were ever intended, they were oversights by noob devs that don't know or play the game that became standard strats they then didn't want to nerf because it would have pissed off too many players. On the same note that this strat will become the norm and they probably won't then bother to change it and fools like you will pretend it was "INTENDED".
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By Kadokawa 2025-03-25 10:57:05
I hope someone update this fight strat on BGwiki and we stop posting nonsense in this thread.
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By K123 2025-03-25 12:04:37
I was wondering why there was no page either.
Lakshmi.Buukki
By Lakshmi.Buukki 2025-03-25 13:55:50
There is absolutely nothing stopping any of you from updating BG Wiki once you become aware of new information; you don't have to be the one to discover it. There's even a "talk" or "discussion" tab that you can use if you just want to plot ideas onto so it's not on the "official" page.
Be the change you want to see.
By Ovalidal 2025-03-26 10:24:51
Be the change you want to see. I 100% agree with this sentiment. There aren't as many of us FFXI players around as there used to be. If you think the community would benefit from something, go AFK for a couple minutes while you copy/paste/reformat some info for the wikis.
Lakshmi.Buukki
By Lakshmi.Buukki 2025-03-26 10:47:05
There aren't as many of us FFXI players around as there used to be.
Oh there's FFXI players, just nobody is bothering to update the wiki when they learn something, either from others or on their own. A lot of mouth running on these forums and valuable information sitting here and in people's head, but never makes it to the online resources. Then complaints that "nobody has made a wiki page with the information".
If you think the community would benefit from something
There's tons of little bits of information or behavior of items/armor/abilities that have small caveats that never make it onto the Wiki page but are discussed here at length. There shouldn't be any barrier to anyone putting information on the wiki. Every single player benefits from more information. Because what happens is you will get someone who posts the same question about something that's "widely known" that's been buried in one of these threads, apparently "everyone" knew about it, makes fun of the guy for asking an "obvious" question, but nobody updated the wiki to clarify it from the beginning. It's the weirdest level of gatekeeping I have ever seen.
Phoenix.Michelob
サーバ: Phoenix
Game: FFXI
Posts: 75
By Phoenix.Michelob 2025-03-26 17:08:38
Never did Legion sadly since I didn't play those years, but I don't recall any exploits.
Legion was essentially the same strat as early Delve. Rotate BRDs and CORs so all three parties have 6 songs and 6 rolls, have 3xSCH on a stun rotation to prevent all TP moves.
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Party Comp: RNG/DRG (ML50), RNG/DRG (ML45), COR/NIN (ML50), BRD/SCH (ML50), GEO/WHM (ML50), RUN/BLU (ML47)
General Encounter Notes:
All buffs carry in. Geomancy debuff potency is nerfed by 50% on August, but is full potency on all adds. There is no WS wall. There is no prime weapon damage bonus (nor a non-prime penalty).
The encounter starts with August (level 157) by himself. Every 10%, August summons a random Naakual add starting at 90%, all the way down to 40% for a total of all 6 Naakuals. At 30%, he summons Teodor as the final add.
While a Naakual is alive, August has extremely strong DT and regen (something to the tune of -99% DT, and 1% HP regen every 15ish seconds). August does not have this DT/regen when Teodor is alive.
All adds (including Teodor) spawn in with an aura and there is no known way to proc these auras. The auras give the adds approximately -25% DT, along with other effects that are mostly consistent with other versions of these NMs (i.e., the Bee's aura gives it a blink effect, the Lion's aura is a 20' paralyze aura, etc.). Teodor's aura is unique to this encounter and I'll discuss that later. The auras wear off over time. The aura on the first add lasts 3.5 minutes, and each subsequent adds' aura lasts 30 seconds longer - so the 2nd add has a 4-minute aura, the 3rd add has a 4.5-minute aura, etc., with the final add (Teodor) having a 6.5-minute aura.
In addition to having a longer aura duration, each subsequent add spawns in at 1 higher level than the previous add. The first add is level 150, 2nd add is level 151, etc., with the final add (Teodor) being level 156. The level of the add influences the potency of the aura. With the Naakual spawn order being random, this creates a layer of RNG as there are certain adds that you hope will spawn early (i.e., the Bee).
Buffs
Pre-buffs before entering, many of which were from outside characters included the following: x8 Soul Voice songs (honor, prelude x2, minuet 5+4, aria, STR etude, AGI etude). x4 crooked rolls (SAM, Chaos, Misers, Tacticians). Flurry 2 on the COR/RNGs. Full SCH buffs - regen, embrava, baraero/barparalyze, adloquium, Minuo, phalanx, aquaveil. WHM for pro/shell/auspice/boost-STR. The main BRD's SV was reset using outside CORs before entering, or it was reduced to sub-10minutes with multiple Cutting Cards.
Main songs throughout the encounter: honor, prelude x2, minuet 5+4. Dirge fulltime on the GEO as the GEO does the majority of the healing and can pull hate later into it if they're not being given dirge.
Main rolls: crooked Chaos / SAM.
GEO bubbles varied by mob - see below.
August
Frailty/fury/entrust STR with SV songs up. Without SV songs, swap fury to precision. Last Stand.
Similar TP moves as the Sinister Reign version has, ramped up of course. The same applies to all of the adds and their previous versions.
Null Field is one of his notable TP moves, as it's an AoE 1-3 buff dispel, and is one of several reasons why a melee setup on this encounter is probably not viable.
He also has access to AoE terror and conal amnesia. Most of his AoE moves are 10' radius centered on his target.
Each time an add dies, August uses Daybreak, which visually gives him wings along with a damage boost. Daybreak also begins the countdown for No Quarter. The countdown lasts exactly as long as the previous add was alive. For example, if it takes 4min20sec to kill the Tree add, then once the Tree dies, August uses Daybreak which begins a 4min20sec countdown until No Quarter.
No Quarter is a 15' split damage conal move. Following an add death, to prepare for No Quarter, the tank turns August toward the group while the group moves within 13'-14'. The tank gets as close to August as possible in this position to help ensure that the 10' radius moves (which are centered on the tank) do not hit the rest of the party. You can then just plant in this position until No Quarter goes off. There may be times where damage needs to be stopped if No Quarter hasn't happened before the next add is about to spawn. No Quarter going off while an add is out should be avoided.
Yggdreant (Tree)
If Tree spawns within the first 3 adds, Malaise + Acumen, otherwise Malaise + Focus. With the increasing levels of later adds, we found that there was a tipping point where resists become too much of a problem to not run focus.
Light Threnody. x2 lux + x1 Tenebrae Rayke + Gambit. Storms from the BRD/SCH. Trueflight from the RNG's, Leaden from the COR.
Cannopierce hurts real bad with the tank solo soaking it (along with perhaps a luopan). x3 Flabra Vallation/Valiance.
Constant Timber AoE doom spam (the removeable kind, smile).
Cehuetzi (Lion)
Similar to Tree, if Lion spawns within the first 3 adds, Malaise + Acumen, otherwise Malaise + Focus.
Fire Threnody, x3 Ignis Rayke + Gambit. Firestorm. Hot Shot from the RNGs and COR. Wildfire is an option for the COR if accuracy becomes a problem (i.e., if Lion is a later add and SV songs are not up).
The paralyze aura is quite brutal and depending on RNG, may really debilitate your tank's ability to spike hate on him. Tank can make a judgment call here to use Sforzo if enmity generation isn't going well. Losing hate on Lion, even if only for a moment before a jump gets used, can be run-ending due to his AoE full dispel.
Gabbrath (Dino) / Waktza (Bird)
Similar approach for both of these - Frailty/Fury. Last Stand.
Damage dealt is physical here, so the RNGs should coordinate a Super Jump around 50%, otherwise hate will likely be pulled before these adds die. Try to time the Super Jump right after a TP move as both of these have access to dispels (Static Prison from the Bird and Volcanic Stasis from the Dino).
Dino is particularly threatening to the tank (especially if he spawns later in the add order). We like entrusting an indi-wilt on the tank for Dino.
Rockfin (Shark)
Indi-wilt, Geo-frailty, entrust Barrier. Last Stand.
I haven't said it until now, but other than Shark, Bee, and while waiting for August's No Quarters, you should be fighting everything from 20'+.
Fight Shark inside the donut of Marine Mayhem (so everyone within 5' of him). If you try fighting him outside the donut, you will very likely have wipes to the wombo-combo of Protolithic Puncture (hate reset) on tank, followed by Marine Mayhem on the backline, which he can use at range while he's in transit from the tank to the backline, instantly killing everyone. A big downside of fighting him inside the donut is that everyone is now in range of August's Null Field. Since you're not shooting August during this time, he should only get off 3-4 TP moves while you're killing Shark and you either hope that none of those TP moves are Null Field, or at a minimum hope that neither of your rangers lose a song if a Null Field is used. Another layer of RNG.
Spread out around him within the donut - he's got conal moves. With frequent hate resets, we found the Wilt to be extremely important in preventing deaths. Panacea off debuffs. His autos are AoE and the BRD/SCH has a limited number of AoE heals, so the damage pressure gets a bit real here. Spreading out Valiance, One For All, Liement, and Odyllic are important resources for making it through. An early Shark spawn while Regen/Embrava are still up is dreamy, but he's doable without that.
Bztavian (Bee)
Bolster geo-frailty, indi-wilt, entrust fade. Last Stand.
Bee is THE most difficult of the Naakuals.
With constant hate resets, we found it best to fight him with everyone in melee range except the tank, who should keep August away to limit the chances of a Null Field hitting the group. Spread out around him since he also has conals.
Zombie, weakness, stun, and a potent paralyze on his TP moves make him really dangerous. The tank is not even attempting to hold hate here, so it's the backline eating all of these things. RNGs should save their Super/High Jumps for a bad Zombie. If they get paralyzed or stunned along with Zombie, the run may just be over.
I mentioned that the auras are more potent the higher level the add is (the later it spawns in the RNG order). Where this matters the most is with the Bee. His blink aura very noticeably has higher chances of absorbing hits the higher level he is. Having an early Bee spawn with pre-buffs and a shorter duration aura is extremely desirable.
In general, Double/Triple shot should be saved for every add. The adds dying as quickly as possible is one of the win conditions of the encounter - the regen August has while an add is out is very potent, so more damage output on the adds effectively does double duty. With Bee, these cooldowns, along with Overkill, felt particularly important in helping with the blink effect from the aura.
Teodor
Teodor's dark aura gives him Dread Spikes and provides his auto attacks with an en-doom effect. This doom is seemingly un-removeable. He rotates through several auto attacks, one of which is a 25' ranged attack that is also AoE, and everyone hit by it receives the doom. His aura also applies Avoidance Down to anyone in range, so parrying/blocking in hopes of avoiding the en-doom is off the table.
It's worth mentioning that Teodor could not be slept - we've tried both light (with NiTro) and dark sleeps. It's also quite difficult to even get to Teodor and when you do get to him 45min+ into a pull, you have exactly 30 seconds to test/try things before your tank dies from doom and everyone else dies very quickly thereafter. Hence why the encounter took so long to clear.
But I'm digressing - so yeah, a 25' ranged un-removeable AoE doom. Not really sure if the devs fully thought this one through or how they expected players were going to deal with him, but here is how we navigated it.
The approach involves a zombie/death rotation between the BRD, GEO, and COR. The tank holds August on one side of the arena (the entrance platform), and the BRD/GEO/COR take turns tagging Teodor and dying on the opposite side of the arena. Teodor does not spawn with shared hate on August, which is one detail that makes this possible. Another detail that makes this possible is the fact that you have control over where Teodor will spawn in the arena. He spawns exactly where the 6th Naakual was killed. If he always spawned on August, it would be very difficult/inconsistent for someone in the zombie group to tag him before he hits the tank with his first en-doomed auto attack. For this reason, we kill the 6th add near the Teodor corner in the image below, then drag August to the opposite side before pushing him to 30%.
When the next player up in the zombie cycle dies, Teodor will (somewhat) slowly leash back to the center of the arena (green arrow) as he no longer has anyone on his enmity list. An important note is that while he is leashing back to the center, he will not sight/sound aggro. Upon reaching his reset spot (which is pretty much directly in the center of the arena), he links to August and full sprints toward the tank. With a 3-man zombie rotation, it's possible to perpetually prevent him from crossing that threshold. To facilitate the re-raising, the BRD/GEO/COR loaded up on Scapegoats, items that give reraise and, importantly, are instant-use items that have no animation/spell/ability lockout after using them.
Dropping the BRD/GEO/COR from the party to do this zombie juggling may or may not be necessary, but it does offer extra wiggle room. As mentioned, some of Teodor's auto attacks are AoE, and if the zombie gamers are not in the same party, then they will not hit each other with those AoE's, allowing them all to zombie near each other in the furthest possible corner without worrying about perfect positioning.
Tank heals himself while this is all going on. Continue the zombie rotation for 6.5mins until his aura wears off, then allow him to reset to the center, link to August, and attack the tank. Killing Teodor is straightforward once the aura is off. Frailty/fury, Last Stand. GEO/WHM keeps banish 2/1 on cooldown because he's undead and why not.
To provide a rough DPS benchmark to be aiming for: Teodor needs to spawn with approximately 17mins left on the instance timer to allow for this.
Final Phase
Unlike the other adds, Teodor doesn't give August DT, but once August gets to 1%, he will take 0 damage if Teodor is still alive. Once Teodor dies, August uses Daybreak and restores his HP to 30%. Therefore even though you're able to, it's pointless for the RNGs to damage August while the BRD/GEO/COR zombie juggle Teodor. The RNGs can basically AFK while the juggling is going on.
After he restores to 30%, you're in the final zerg phase. August will keep his wings out for the remainder of the fight. He will use No Quarter at 20% and again at 10%. The end.
Some subjective thoughts/opinions in closing: the difficulty of this encounter is incredibly high as it currently stands. Miles ahead of Crystal Paradise in terms of the damage output required and party survivability. SE has "nerfed" this fight once already with an evasion tweak, but we found that adjustment to be barely noticeable. The solution we had to come up with for dealing with Teodor is obviously quite janky, and is surely not the intended way. It's possible that the adds' auras can be proc'ed, and if a method for that is ever discovered, the difficulty would be eased substantially.
Good luck to those who pursue this!
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