Overview
Salvage information is still progressing day by day. Even though progess has definately slowed down the past couple weeks, I think the FFXI community in general will have a reasonable grasp on it soon. As far as our personal stake in Salvage progress and exploration, we've really kind of hit a road block - Blaflau and Silver Seas both won (including first NA win for Seas!) but due to very limited numbers, we've had issues getting a good plan for Arrapago and Zhayolm. Last few weeks, the most we've ever had on a run was 9. So as a result, we've been doing Bhalfau Remnants farming for the last few runs.

Our initial win was with 12 members, which I guess was considered low at the time, but we've gotten this down to as low as 7 on the last 2 occassions. Eventually a 6 man effort may be possible as well. I think the key thing that this shows is how the Salvage boss AI can be manipulated in your group's favor. I'll go into both how we did Bhalfau in particular with 7 as well as some things into Chariot Boss AI.
Pics will be from our latest fight - went in with 7 members, with one of them being dual-boxed.
**** NECRO UPDATE ****
This was addressed somewhere on BG awhile ago - but this is NOT a zombie strategy and is not meant to be. The pictures have a lot of people dying because this was our very first attempt using this strategy; things generally don't go quite so smoothly when you do it for the first time and no1 else previously has tried it and can't give you feedback.
I just want to make sure that people who come back to read these posts understand the context and the timing of when the posts are written. Going back 3 months after something is done and looking at the screw ups, while assuming that no improvements are made is not how I intended these posts to be viewed. The information posted becomes "less valuable" over time as newer and better ideas come about, so one should not take the feats at face value, but try to understand when they were done.
A great example of this is the Silver Seas win post - at the time it was considered a very good big deal due to the fact that no one could kill this boss and this win was the first NA win at the time, using 9 players instead of the 14-15 the JP wins were. At the time it was a big deal; however, if anyone actually attempted this strategy even a month after this post, they would be laughed at, with good reason as it is a purely zombie strategy.
Once again, just try to understand the context in which these posts are written and I think they will be more helpful in general. We now do this zone with 6 members in roughly 20 minutes and 1-2 deaths. There is always something to improve on, especially from something that was posted the very first time it was ever done. Just keep the context in mind!
Party Setup and Preparations
** Mystrall being dual-boxed by Payu
When we entered the zone initially, this was the setup we went with. In general, the setup is made with a NIN, 2 melees subbing WHM, a RDM/NIN and 3 BLMs. For the Black Mages, /NIN is the best sub I think but I am personally gimped and don't have a 37 NIN yet. There are a couple of things to note in particular about this setup regarding the inital 4 floors...
- There is a severe lack of healing and it's possible for the RDM to be the only person with cure first floor
- Most likely the RDM is the only person with raise the first 40+ minutes
- Having 1 MNK speeds things up considerably initially
- Note that all the melee are H2H capable melee jobs
As far as meds, we went in with just a bunch of hi-potions, reraise scroll, and everyone had either a refresh or regen signet. The biggest advantage to a small man setup is that the cells required to max everyone is extremely limited. Even better for this zone in particular, not only are the mobs relatively easy (ie, no crazy dancing chains early on or ice spikes, etc.), they drop extremely well and consistantly. Almost all essential drops and equipment can be farmed entirely on the first floor, with the second only being backup in case of lack of drops.
________________________________________ ________________________________________ ____________________
Running the First Four Floors
This part is pretty basic for the most part so I'm not going to go over all the details. Wamouras drop at least 1 magic and 1 ability (3 on first floor) and Flux Flan have the same drop table as Wamoura (4 on second floor). We always take West path and try to get weapons on bombs because they are the easiest. Here are some helpful hints on how we do things.
- RDM with maxed Phalanx II helps a lot as far as damage mitigation because the mobs are weak
- Any MNKs should use attack food, not sushi - the hit rate will be near capped anyway
- Any non-MNKs that want to melee should probably use Sushi to cap hit
- Having just 1 Lait per MNK or tank is very very helpful early on
- Check for Body Boosts and Vicar's Drinks - give these to BLMs

The bomb drop rate is kind of random. If you go a couple mobs without getting weapons, you may want to consider running straight for Wamoura for magic. With enough hi potions, the MNK and NIN can probably duo it ok. I would not advise this without a MNK though. Typically we go all bombs, then the 3 Wamoura. We then back track to trolls and then bugs for equipment. Typically everyone gets all their equip as the bugs have insane drop rates. Make sure 1 BLM got their magic back. On these runs, BLM/RDM would get it for curing helping on the first floor.
The second floor we finish getting everyone their magic and abilities. With 7 people, even in worst case everyone will get everything which is a huge plus. Depending on if we lack SJ/MPMAX or Weapon/HPMAX, we'll take various routes on the second floor. Time allowing, we usually try for 3 INT cells as well here. Every single time we've done this they've dropped in 3s so only need to get lucky once.
After this we rush past the last 2 floors. On the 4th floor, we don't even bother dodging teleport gears - it's been proven that these gears are for popping the rampart so I'm pretty sure they don't affect the boss in any way (I don't know who the hell initially claimed the boss could be weakened but I've never seen any proof of it).

On this run we got 0 MP Max cells on the first floor so we took the west path. Didn't take too long to get 4 MP cells though (for RDM and 3 BLMs). The good thing about this setup is there aren't too many things required in general to make it work. We also had each BLM take a Body Boost and Vicar's Drink. We used the boosts right before teleporting up to the final floor (to get the free cure). We reached the final floor with roughly 50 minutes to spare. The gist of this section is...
It does not take much to kill fast enough to outfit so few members. We still had a ton of time left for the boss.
Now on to the boss!
________________________________________ ________________________________________ ____________________
Long-Bowed Chariot 6-Man Fight Style
Time Taken: 40-41 minutes out of 50 minutes
Around the 3rd floor, we had our dual-box log off so he could focus on playing 1 character on the boss. So this broke the alliance down to just 1 party. When we began, all 3 BLMs had a Body Boost on. We were really lucky to get so many and they really did help quite a bit.
So as far as strategy, this is a 100% kited fight. We got the original idea for this strategy from another group using RNG/NIN and BLM/NIN to full kite the boss (BtL on Seraph I think). The past few kills we've really tried to perfect this idea. The damage sources were 3 BLMs and DoT stacking (Bio2 and Poison 2). The boss only has 50,000HP so in a 40 minute fight, that comes out to a good 14,000 damage just on Bio and Poison 2. This leaves each BLM having to average about 12,000 damage in a 40 minute druation or 300 damage a minute. Very basic as far as DD.

A big key to making the boss easier is to realize that the longer time you have on the boss, the more affect DoT has on the battle. We'll typically average at least 45 minutes availble on the boss, which if you just use Bio2 and Poison2, comes out to about 33% damage delt by only DoT over that span. If stacking even more more DoTs, this number can go up considerably. Forcing long boss fights and using DoTs in this fashion makes lower numbers advantageous. This is because it does not take DDs to land DoTs, the support can land them. A large portion of your damage comes from support.
Long-Bowed Chariot AI Tricks
- Long-Bowed Chariot does not exhibit normal NM aggro behavior, but instead that of a normal mob.
- Homing Missiles can be outrun and you will receive and "Out of Range" if you do this.
- Inertia Stream and Discharge go off no matter what, BUT if you outrun them you will still avoid getting hit.
- It is possible for Inertia Stream and Discharge to go off but not hit any targets (all were out of range).
- Long-Bowed Chariot runs at +12% Speed (meaning if you use Crim. Legs he will just keep up).
- Long-Bowed Chariot exhibits semi-strong TP regen after 25% HP.
The first bullet is a bit complicated so I will explain. Normal mobs and NMs exhibit entirely different aggro shedding AI. If you piss off an NM, it will follow you until the end of time unless you die or zone; however, a normal mob can lose aggro rather easily when kited (good example is all those lazy NINs who train their way to Dragon's Aery instead of using Sneak). Long-Bowed Chariot, and I'm guessing the other bosses fall into the normal mob catagory, meaning, you can actually lose aggro on this mob. If you pull it solo and run all the way back to the side portals, I promise you it wont follow you all the way assuming you can outrun it.
The signifcance of this is to realize Long-Bowed Chariot sheds aggro extremely quickly when kited, so hate will always be incredibly loose. This is an slight issue when holding/kiting the mob as unless you constantly stop to perform actions for hate, you cannot keep hate longterm. The solution to this is to just learn to bounce hate back and forth. Because hate is so loose, it's incredibly easy to bounce hate using BLM spells. With /NIN sub and some kiting techniques, the fight is pretty safe. The biggest danger is when the number of players to bounce hate is reduced (by death etc.). Without multiple players bouncing hate, the support is in danger.
The next couple of points regard it's TP moves. Homing Missiles has a pretty long charge up time so if kiting directly away from it when it is used, it can be avoided entirely. This is actually hard sometimes because it changes targets so quickly so it can get a quick missles off on a target that doesn't realize it. Discharge and Inertia Stream are also a bit odd because it will use it even if no targets are in range. The range on these AoEs is only 10' so it is very easy to move out of the way when you see it charge.
The final 25% of the fight is a lot tougher as the number of TP moves goes up considerably. There were times when we would not touch it or get hit, yet it would still use TP moves consistantly, suggesting that there is some noticable TP regen on the boss (and most likely other chariot bosses). This is something to consider when planning the final part of the fight as well.
Kiting Methods and Tricks
I really wish there were better pics to show how we did this, but I couldnt get any. The key to this fight using this method is kiting skill and knowledge of the battlefield. I'll try to lay out the significant points of the battlefield - we only use the big open room and avoid the side rooms so I will not go over the obstacles in those rooms (although they can be used pretty well if you wanted).
- There are 2 sets of portals to the left and right - each has 4 poles around it
- The portal to the right is flat and the surronding poles are small.
- The portal to the left is elavated and the surronding poles are large and bulky.
- Thin poles outline the walls of the arena.
The basic strategy with kiting here is to realize that these poles can be used as obstacles to confuse the AI pathing when the chariot is attacking you. We found that it is actually possible to completely avoid getting hit when using the left side portal (with the bulky poles). Basically, if the chariot is after you and there is still some space between you and it... stand at the center of the elavated portal. When chariot is just about to follow you up to the portal, move down (south) in a wide turn then continue going right (east) towards the other side of the room. If done correctly, the chariot will move up the portal then half way down the south side of the portal. At this point it will get STUCK for half a second, then decide to move away in the exact same path it took up instead of moving south exit.

The thinner poles to the right side cannot do this as they are too thin to impede the boss enough. We think there is a way to still avoid getting hit using the right side obstacles but we haven't exacted the method yet. You can still essentially run back and for between left and right side portals only getting hit 1-2 times a round though. Also keep in mind the hate should be bouncing pretty consistantly. We typically try to rotate spells near the left side portal and just alternate using that little kiting trick.
A last note about kiting is that movement speed items help... ALOT. We will even try to start the run so that we just hit night time around the boss so the NIN can use AF1 boots. It is significantly easier to kite on NIN during night time. Another note on this is that if your BLMs have added run speed, it helps the kiting a ton. The BLMs are going to have aggro the vast majority of the time anyway. If your BLMs have access to Herald's Gaiters, it will help considerable in my opinion (almost all of ours do in these fights). It's not impossible by any means without them though.
________________________________________ ________________________________________ ____________________
Future Testing and Improvements
We think there is a way to kite using the right side portal without getting hit so that's 1 improvement to be made immediately. The biggest thing to improve this particular zone for us at the moment is just practice. The kiting is incredibly difficult compared to the other things we usually do in endgame and it does take some practice. You can tell by the pics that things got really messy near the end so there are a lot of improvements to be made regarding just kiting practice.
The biggest hope for me is that we can use the data on the chariot boss and use it to better develop strategies on the other bosses, which are considerably harder because the zone either takes forever to reach the final floor, cell drop rates suck, or the boss usually some incredibly cheesy special move. I think it is clear that kiting at least part of the boss fight is the best way to go at this point, so learning some cheesy kiting methods will definately be a big plus when taking on the harder zones.
Pic of the Day

An actual Vivian Ring Drop o_O
Drama Thread of the Day
http://www.killingifrit.com/forums.php?m=p osts&q=101030
Pretty Decent, nothing amazing compared to some of the other dramas.
________________________________________ ________________________________________ ____________________
________________________________________ ________________________________________ ____________________
Salvage information is still progressing day by day. Even though progess has definately slowed down the past couple weeks, I think the FFXI community in general will have a reasonable grasp on it soon. As far as our personal stake in Salvage progress and exploration, we've really kind of hit a road block - Blaflau and Silver Seas both won (including first NA win for Seas!) but due to very limited numbers, we've had issues getting a good plan for Arrapago and Zhayolm. Last few weeks, the most we've ever had on a run was 9. So as a result, we've been doing Bhalfau Remnants farming for the last few runs.
Our initial win was with 12 members, which I guess was considered low at the time, but we've gotten this down to as low as 7 on the last 2 occassions. Eventually a 6 man effort may be possible as well. I think the key thing that this shows is how the Salvage boss AI can be manipulated in your group's favor. I'll go into both how we did Bhalfau in particular with 7 as well as some things into Chariot Boss AI.
Pics will be from our latest fight - went in with 7 members, with one of them being dual-boxed.
**** NECRO UPDATE ****
This was addressed somewhere on BG awhile ago - but this is NOT a zombie strategy and is not meant to be. The pictures have a lot of people dying because this was our very first attempt using this strategy; things generally don't go quite so smoothly when you do it for the first time and no1 else previously has tried it and can't give you feedback.
I just want to make sure that people who come back to read these posts understand the context and the timing of when the posts are written. Going back 3 months after something is done and looking at the screw ups, while assuming that no improvements are made is not how I intended these posts to be viewed. The information posted becomes "less valuable" over time as newer and better ideas come about, so one should not take the feats at face value, but try to understand when they were done.
A great example of this is the Silver Seas win post - at the time it was considered a very good big deal due to the fact that no one could kill this boss and this win was the first NA win at the time, using 9 players instead of the 14-15 the JP wins were. At the time it was a big deal; however, if anyone actually attempted this strategy even a month after this post, they would be laughed at, with good reason as it is a purely zombie strategy.
Once again, just try to understand the context in which these posts are written and I think they will be more helpful in general. We now do this zone with 6 members in roughly 20 minutes and 1-2 deaths. There is always something to improve on, especially from something that was posted the very first time it was ever done. Just keep the context in mind!
Party Setup and Preparations
| Screamer | NIN/WAR | Lagomorph | BLM/NIN |
| Payu | WAR/WHM | ||
| Mystrall ** | MNK/WHM | ||
| Calipso | RDM/WHM | ||
| Kaeko | BLM/RDM | ||
| Demetrius | BLM/NIN |
** Mystrall being dual-boxed by Payu
When we entered the zone initially, this was the setup we went with. In general, the setup is made with a NIN, 2 melees subbing WHM, a RDM/NIN and 3 BLMs. For the Black Mages, /NIN is the best sub I think but I am personally gimped and don't have a 37 NIN yet. There are a couple of things to note in particular about this setup regarding the inital 4 floors...
- There is a severe lack of healing and it's possible for the RDM to be the only person with cure first floor
- Most likely the RDM is the only person with raise the first 40+ minutes
- Having 1 MNK speeds things up considerably initially
- Note that all the melee are H2H capable melee jobs
As far as meds, we went in with just a bunch of hi-potions, reraise scroll, and everyone had either a refresh or regen signet. The biggest advantage to a small man setup is that the cells required to max everyone is extremely limited. Even better for this zone in particular, not only are the mobs relatively easy (ie, no crazy dancing chains early on or ice spikes, etc.), they drop extremely well and consistantly. Almost all essential drops and equipment can be farmed entirely on the first floor, with the second only being backup in case of lack of drops.
________________________________________
Running the First Four Floors
This part is pretty basic for the most part so I'm not going to go over all the details. Wamouras drop at least 1 magic and 1 ability (3 on first floor) and Flux Flan have the same drop table as Wamoura (4 on second floor). We always take West path and try to get weapons on bombs because they are the easiest. Here are some helpful hints on how we do things.
- RDM with maxed Phalanx II helps a lot as far as damage mitigation because the mobs are weak
- Any MNKs should use attack food, not sushi - the hit rate will be near capped anyway
- Any non-MNKs that want to melee should probably use Sushi to cap hit
- Having just 1 Lait per MNK or tank is very very helpful early on
- Check for Body Boosts and Vicar's Drinks - give these to BLMs
The bomb drop rate is kind of random. If you go a couple mobs without getting weapons, you may want to consider running straight for Wamoura for magic. With enough hi potions, the MNK and NIN can probably duo it ok. I would not advise this without a MNK though. Typically we go all bombs, then the 3 Wamoura. We then back track to trolls and then bugs for equipment. Typically everyone gets all their equip as the bugs have insane drop rates. Make sure 1 BLM got their magic back. On these runs, BLM/RDM would get it for curing helping on the first floor.
The second floor we finish getting everyone their magic and abilities. With 7 people, even in worst case everyone will get everything which is a huge plus. Depending on if we lack SJ/MPMAX or Weapon/HPMAX, we'll take various routes on the second floor. Time allowing, we usually try for 3 INT cells as well here. Every single time we've done this they've dropped in 3s so only need to get lucky once.
After this we rush past the last 2 floors. On the 4th floor, we don't even bother dodging teleport gears - it's been proven that these gears are for popping the rampart so I'm pretty sure they don't affect the boss in any way (I don't know who the hell initially claimed the boss could be weakened but I've never seen any proof of it).
On this run we got 0 MP Max cells on the first floor so we took the west path. Didn't take too long to get 4 MP cells though (for RDM and 3 BLMs). The good thing about this setup is there aren't too many things required in general to make it work. We also had each BLM take a Body Boost and Vicar's Drink. We used the boosts right before teleporting up to the final floor (to get the free cure). We reached the final floor with roughly 50 minutes to spare. The gist of this section is...
It does not take much to kill fast enough to outfit so few members. We still had a ton of time left for the boss.
Now on to the boss!
________________________________________
Long-Bowed Chariot 6-Man Fight Style
| Screamer | NIN/WAR |
| Payu | WAR/WHM |
| Calipso | RDM/WHM |
| Kaeko | BLM/RDM |
| Demetrius | BLM/NIN |
| Lagomorph | BLM/NIN |
Time Taken: 40-41 minutes out of 50 minutes
Around the 3rd floor, we had our dual-box log off so he could focus on playing 1 character on the boss. So this broke the alliance down to just 1 party. When we began, all 3 BLMs had a Body Boost on. We were really lucky to get so many and they really did help quite a bit.
So as far as strategy, this is a 100% kited fight. We got the original idea for this strategy from another group using RNG/NIN and BLM/NIN to full kite the boss (BtL on Seraph I think). The past few kills we've really tried to perfect this idea. The damage sources were 3 BLMs and DoT stacking (Bio2 and Poison 2). The boss only has 50,000HP so in a 40 minute fight, that comes out to a good 14,000 damage just on Bio and Poison 2. This leaves each BLM having to average about 12,000 damage in a 40 minute druation or 300 damage a minute. Very basic as far as DD.
A big key to making the boss easier is to realize that the longer time you have on the boss, the more affect DoT has on the battle. We'll typically average at least 45 minutes availble on the boss, which if you just use Bio2 and Poison2, comes out to about 33% damage delt by only DoT over that span. If stacking even more more DoTs, this number can go up considerably. Forcing long boss fights and using DoTs in this fashion makes lower numbers advantageous. This is because it does not take DDs to land DoTs, the support can land them. A large portion of your damage comes from support.
Long-Bowed Chariot AI Tricks
- Long-Bowed Chariot does not exhibit normal NM aggro behavior, but instead that of a normal mob.
- Homing Missiles can be outrun and you will receive and "Out of Range" if you do this.
- Inertia Stream and Discharge go off no matter what, BUT if you outrun them you will still avoid getting hit.
- It is possible for Inertia Stream and Discharge to go off but not hit any targets (all were out of range).
- Long-Bowed Chariot runs at +12% Speed (meaning if you use Crim. Legs he will just keep up).
- Long-Bowed Chariot exhibits semi-strong TP regen after 25% HP.
The first bullet is a bit complicated so I will explain. Normal mobs and NMs exhibit entirely different aggro shedding AI. If you piss off an NM, it will follow you until the end of time unless you die or zone; however, a normal mob can lose aggro rather easily when kited (good example is all those lazy NINs who train their way to Dragon's Aery instead of using Sneak). Long-Bowed Chariot, and I'm guessing the other bosses fall into the normal mob catagory, meaning, you can actually lose aggro on this mob. If you pull it solo and run all the way back to the side portals, I promise you it wont follow you all the way assuming you can outrun it.
The signifcance of this is to realize Long-Bowed Chariot sheds aggro extremely quickly when kited, so hate will always be incredibly loose. This is an slight issue when holding/kiting the mob as unless you constantly stop to perform actions for hate, you cannot keep hate longterm. The solution to this is to just learn to bounce hate back and forth. Because hate is so loose, it's incredibly easy to bounce hate using BLM spells. With /NIN sub and some kiting techniques, the fight is pretty safe. The biggest danger is when the number of players to bounce hate is reduced (by death etc.). Without multiple players bouncing hate, the support is in danger.
The next couple of points regard it's TP moves. Homing Missiles has a pretty long charge up time so if kiting directly away from it when it is used, it can be avoided entirely. This is actually hard sometimes because it changes targets so quickly so it can get a quick missles off on a target that doesn't realize it. Discharge and Inertia Stream are also a bit odd because it will use it even if no targets are in range. The range on these AoEs is only 10' so it is very easy to move out of the way when you see it charge.
The final 25% of the fight is a lot tougher as the number of TP moves goes up considerably. There were times when we would not touch it or get hit, yet it would still use TP moves consistantly, suggesting that there is some noticable TP regen on the boss (and most likely other chariot bosses). This is something to consider when planning the final part of the fight as well.
Kiting Methods and Tricks
I really wish there were better pics to show how we did this, but I couldnt get any. The key to this fight using this method is kiting skill and knowledge of the battlefield. I'll try to lay out the significant points of the battlefield - we only use the big open room and avoid the side rooms so I will not go over the obstacles in those rooms (although they can be used pretty well if you wanted).
- There are 2 sets of portals to the left and right - each has 4 poles around it
- The portal to the right is flat and the surronding poles are small.
- The portal to the left is elavated and the surronding poles are large and bulky.
- Thin poles outline the walls of the arena.
The basic strategy with kiting here is to realize that these poles can be used as obstacles to confuse the AI pathing when the chariot is attacking you. We found that it is actually possible to completely avoid getting hit when using the left side portal (with the bulky poles). Basically, if the chariot is after you and there is still some space between you and it... stand at the center of the elavated portal. When chariot is just about to follow you up to the portal, move down (south) in a wide turn then continue going right (east) towards the other side of the room. If done correctly, the chariot will move up the portal then half way down the south side of the portal. At this point it will get STUCK for half a second, then decide to move away in the exact same path it took up instead of moving south exit.
The thinner poles to the right side cannot do this as they are too thin to impede the boss enough. We think there is a way to still avoid getting hit using the right side obstacles but we haven't exacted the method yet. You can still essentially run back and for between left and right side portals only getting hit 1-2 times a round though. Also keep in mind the hate should be bouncing pretty consistantly. We typically try to rotate spells near the left side portal and just alternate using that little kiting trick.
A last note about kiting is that movement speed items help... ALOT. We will even try to start the run so that we just hit night time around the boss so the NIN can use AF1 boots. It is significantly easier to kite on NIN during night time. Another note on this is that if your BLMs have added run speed, it helps the kiting a ton. The BLMs are going to have aggro the vast majority of the time anyway. If your BLMs have access to Herald's Gaiters, it will help considerable in my opinion (almost all of ours do in these fights). It's not impossible by any means without them though.
________________________________________
Future Testing and Improvements
We think there is a way to kite using the right side portal without getting hit so that's 1 improvement to be made immediately. The biggest thing to improve this particular zone for us at the moment is just practice. The kiting is incredibly difficult compared to the other things we usually do in endgame and it does take some practice. You can tell by the pics that things got really messy near the end so there are a lot of improvements to be made regarding just kiting practice.
The biggest hope for me is that we can use the data on the chariot boss and use it to better develop strategies on the other bosses, which are considerably harder because the zone either takes forever to reach the final floor, cell drop rates suck, or the boss usually some incredibly cheesy special move. I think it is clear that kiting at least part of the boss fight is the best way to go at this point, so learning some cheesy kiting methods will definately be a big plus when taking on the harder zones.
Pic of the Day
An actual Vivian Ring Drop o_O
Drama Thread of the Day
http://www.killingifrit.com/forums.php?m=p
Pretty Decent, nothing amazing compared to some of the other dramas.
________________________________________
________________________________________


Comments
I'm curious as to the WARs sub. What did he do during the boss fight?
The setup is pretty good as everyone is useful in the boss fight. Get a couple MP+ pieces and WAR/WHM (Taru as well) can get a pretty decent MP pool.
the key to the smoothness of the fight for us is just being on the ball and getting hit with as few missles as possible, or if they do go off, run away and make sure they hit a minimal amount of people. 6 person missle hit is just gonna end up getting people 1 shotted. Takes a crap load of MP to heal that much HP as well
funny though about his AI behavior, i was kiting him and he readied homing missle, and mid attack he loses all hate on me and goes unclaimed. Someone reclaims 2 sec later and he readies another homing missle right after ;) never seen a mob lose hate on someone mid-tp attack.
Haven't done any Salvage yet, but I'm sure this guide will help our group out.
Also I found pretty interesting the study about Gear-build elemental resists.
~Sofo
150-??? 5hp tick.
-mikazuki
I did notice that during our attempts that for the east portal (the flatter one with thin poles), if you approach it from the north side and cut through it (going south, then west), LBC would get stuck for a split second or so on the porter, but it may just have been something random. Going to try and reproduce it sometime and hope it actually does work for getting some distance between the player and LBC.
I just want to make sure that people who come back to read these posts understand the context and the timing of when the posts are written. Going back 3 months after something is done and looking at the screw ups, while assuming that no improvements are made is not how I intended these posts to be viewed. The information posted becomes "less valuable" over time as newer and better ideas come about, so one should not take the feats at face value, but try to understand when they were done.
A great example of this is the Silver Seas win post - at the time it was considered a very good big deal due to the fact that no one could kill this boss and this win was the first NA win at the time, using 9 players instead of the 14-15 the JP wins were. At the time it was a big deal; however, if anyone actually attempted this strategy even a month after this post, they would be laughed at, with good reason as it is a purely zombie strategy.
Once again, just try to understand the context in which these posts are written and I think they will be more helpful in general.