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6 Man Limbus (Part III)

  • Feb. 4th, 2007 at 2:35 PM

Overview

- Show that Apollyon is farmable by a coordinated group of 6 members

- Farm all chips leading up to Apollyon with 6 or less members
- Beat Central Apollyon (Omega) with 6 members
- All runs should be beaten with relatively good time cushion (3-5 minutes)
- Should not involve the use of Aegis or Gjallarhorn Relic Weapons

Part I can be found here: http://kanican.livejournal.com/2946.html
Part II can be found here: http://kanican.livejournal.com/4431.html

At first, we really only intended to attempt the 6 man Limbus on the Temenos side; however, I guess it made sense to try Apollyon as well.  The same goals were applied - prove everything is winnable with good cushion by 6 members (using no relics).  Yesterday, we made our first attempt at Omega and were in for a pretty rude awakening.  Fortunately, the issues that Omega presented were not nearly as challenging as they were for Ultima, so we think next attempt will go much smoother.

I chose not to bother going over the 4 main zones since they are pretty easy with 6 or less and already well documented. 

Upon Wipe:  Omega HP 19%
Time Remaining:  12 minutes



Party Setups and Supplies

We went in with the following job set and spare supplies...

AshiraBLM/WHM
DemetriusNIN/DRK
KaekoBLM/RDM
CalipsoRDM/DRK
PayuBRD/WHM
SenrezNIN/DRK

Blinding Potion x24
Sleeping Potion x48
Opo-Opo Necklace


Supplies were pretty standard - used Sleeping Potions and Opo to open with Spirits Within, and Blinding Potions for Bat Earrings.  The general setup consisted of 2 tanks, 2 support, and 2 Black Mage DDs.  In the future we will definately ditch the Blinding Potion + Bat Earrings as they didn't really help at all.  Unlike the Ultima fight, not much really had to be changed from the normal tanking setups - I don't think any special gear had to be bought.

   

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Tanking Equipment and Buffs

The tanks only had access to 1 BRD, so the songs were limited to March and Ballad2.  Because only 1 March was used, we had to stick as much Haste gear on the tanks as possible to get as close to the 50% recast cap as possible for Utsusemi.  As far as equipment stat priority, we went with Haste first, then Physical Damage down, then HP and Evasion.  Senrez and Demetrius had pretty different equipment setups so I'll post both.

Senrez's equip had a lot more haste - the Speed Belt is someone else's (sorry he wouldn't say who's).

WeaponTerra's StaffPhysical Damage -20%
RangedUngur BoomerangEvasion +8 , MP +8 , HP +8
HeadWalahra TurbanHaste +5%, MP +30 , HP +30
BodyArhat's Gi +1Physical Damage -9%
HandsDusk GlovesHaste +3% , HP +20
LegsByakko's HaddaiteHaste +5%
FeetFuma Sune-AteHaste +3% , HP +12
BackGigant MantleHP +80
WaistSpeed BeltHaste +6%
NeckEvasion TorqueEvasion Skill +7
Ear 1Bat EarringEvasion +15* , MP +5
Ear 2Bat EarringEvasion +15* , MP +5
Ring 1Jelly RingPhy/Magic Damage -5%/+5%
Ring 2Merman's RingMagic Damage -4%

Demetrius's gear is slightly gimped on the Haste department because he still doesn't have Byakko's Haiddate (thank you RMT).  He also didn't have a Speed Belt or Ninturta Sash (lol).

WeaponTerra's StaffPhysical Damage -20%
RangedUngur BoomerangEvasion +8 , MP +8 , HP +8
HeadWalahra TurbanHaste +5%, MP +30 , HP +30
BodyArhat's Gi +1Physical Damage -9%
HandsDusk GlovesHaste +3% , HP +20
LegsKoga HakamaHP +40
FeetFuma Sune-AteHaste +3% , HP +12
BackGigant MantleHP +80
WaistKoga SarashiHaste +4%
NeckEvasion TorqueEvasion Skill +7
Ear 1Bat EarringEvasion +15* , MP +5
Ear 2Bat EarringEvasion +15* , MP +5
Ring 1Jelly RingPhy/Magic Damage -5%/+5%
Ring 2Merman's RingMagic Damage -4%

Both setups attempted to max out Haste then go pure Physical Damage down.  Both ended up with 34% damage down which was pretty decent.  The fact that Demetrius had 7% less Haste didn't really affect tanking - I'll get into how and why later.  Both tanks as well as the BRD used HP Pasta.  The Ring slot is a bit suspect - we ended up going with Jelly + Merman because none of us have HP rings like Bloodbead or Bomb Queen Ring, so we figured it was best to use Jelly then counter the +% Magic Damage with a Merman's Ring.

     


Tank Positioning - Ping Pong Strategy

We came in assuming that it was possible to solo tank Omega with a single NIN/DRK and only 1 BRD support.  Unfortunately, Omega has a couple of Hate Reset moves so going in with only 1 tank would have been suicide.  On the other hand, if required to bring 2 tanks, it makes no sense to put them both within AoE range.  Because of this, we opted to use a positioning strategy similar to how we did Long Bowed Chariot.  Essentially, we had both tanks stand as far apart as possible with Omega in the middle and they just "Ping-Ponged" hate.

The advantages to doing this are that AoEs only hit 1 tank at a time and when hate is evened out, Omega will basically run back and forth and not hit anyone.  Up until the first Hate Reset move, Omega was just running back and forth and rarely even got a swing off (confused AI).  The drawback to this is the BRD has to play tank songs twice in order to catch everyone.  Also the "Ping-Pong" was short-lived, as after the first hate reset, hate was never equalized.  At that point, it essentially became a solo tanking job with tanks switching off every Hate Reset move.

   

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Proto-Omega Basics

Omega is extremely accurate.  We used Bat Earrings and it would still connect 90% of the time; next attempt we will definatley ditch those bat earrings as well as any evasion gear.  Also, it is well known that Omega has a really high counter rate and engaging is dangerous.  The counter rate we knew about; however, we assumed that we would be able to evade a decent amount like Ultima.  Fortunately, Omega attacks ridiculously slow with Elegy and Slow and even better, Omega cannot double attack.  Because of this, tanking becomes extremely simple.

Omega has about 25,000HP, exactly half that of Ultima; this makes sense since you have exactly half the time to kill it.  Basically all the normal debuffs - Elegy, Slow, Poison, Paralyze all land relatively easily on it.  Bind and Gravity, unlike Ultima, will never land; however.  This makes kiting a bit difficult when required.  Also, Omega has above average run speed, but the AI is still dumb enough to get caught up in the Pillars if done correctly.

Other than that, I think most info can be found at the FFXI Wiki at http://wiki.ffxiclopedia.org/Central_Apollyon.  Good synopsis of the TP moves and 3 forms Omega goes through.  I will say that there is 1 typo there - the final 3rd form occurs at 20% NOT 25%.  I will go over 2 TP moves in particular - Pile Pitch and Colossal Blow.  These 2 are the hate resets - both go through shadows and basically when its used, it's going to go straight for the other tank and stay there until it uses another hate reset.  This makes it very dangerous if 2 are used in a short period of time.

    
  

Pod Ejection - Gun Pod Adds

Ok these things hit hard as hell - harder than Omega does.  I wish we had a precise HP rating on this because we were using x2 4 nukes to kill them off but it would sometimes get a hit off and do a good 600 damage.  Also, in the first 80%, it rarely uses this, but after hitting the 3rd form, it just seems to use this an awful lot.  1 of the major reasons for the failed attempt definately came from issues killing these fast enough.

 

This shot was through a full 350 damage absorbed stoneskin and with a Terra's Staff on.  I have no idea why the hell it did so much but it's pretty scary.  Ideally it would be nice for one of the tanks to hold it while 1 BLM 1 shots this (if it is possible).  I really wish we had a HP estimate on it.

   

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Future Plans and Changes

So what was the biggest reason for the failed attempt?  The Gun Pods were annoying but not fatal.  It turns out, Omega has no TP regen first 80%, but when it goes to the 3rd form, it gets massive TP and HP regen.  The TP regen was extremely difficult to deal with, especially since we were not prepared.  It basically would spam Colossal Blow and reset both tanks' hate in under a minute.  At this point it became a kite/death fest and we eventually died once a Gun Pod got out.

In preparation for another fight, it would help us tremendously if any reader can answer these questions...

1)  Can you stun Colossal Blow or is the charge time too short?  If so how reliably?
2)  How much HP does a Gun Pod have?
3)  How exactly does it spawn Gun Pods at final stage?  Is it like a random TP move or Time Based?
4)  If anyone kites this regularly, how exactly do you go about doing it efficiently?
5)  How are the drop rates on Chips from the Gunpods?


    

I really hate to say this but I think PLD/NIN is probably the more ideal tank in this situation just because it has access to Invincible (anyone who knows me or talks to me knows I almost never say PLD > NIN on endgame material).  I think next attempt, we will try a chainspell manafont gank at the final form to bypass the TP regen etc.  Considering most of us had little or no experience with this fight, I think the results are pretty promising (although losing sucks I won't deny it).


Pic of the Day



Yamainu apparently gets bored tanking TIamat and had time to do his Razor Ramon Hard Gay Impression.


Drama Thread of the Day

http://www.bluegartrls.com/forum/viewtopic.php?t=15793&postdays=0&postorder=asc&start=180

If you read BG you've definately seen this already.

If you're wondering why there was an Emergency Server Down Februrary 2nd, this is why.




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Khimaira - A First Look

  • Jan. 25th, 2007 at 9:40 PM
Overview

Much like Cerberus, when it intially came out, Khimaira was very heavily camped by the larger LSs; however, after the initial rush wore, the mob is now free for a good 30-60 minutes after pop.  Because of this, we finally got our shot a couple weeks ago.  Unfortunately, the only good drop off Khimaira is very rare - I think there is still only 1 on Odin Server after 10+ kills.  It's still a very fun fight nonetheless.  



Time Taken - 1 hour 12 minutes
Members - 11 from 100% to 10%, 12 at end (THF)

Overall the fight looked very similar to Cerberus. This is a basic overview of our second kill a few nights ago.  I'll try to go into some of the planning and strategy we used.


Basic Job Setup

NIN/DRKSenrezBLM/RDMKaekoTHF/WHMHattunn
NIN/DRKDioBLM/RDMAruberu  
RDM/BLMYamainuBLM/WHMSakurato  
BRD/WHMYuchiBLM/WHMTabite  
BRD/WHMPayuRDM/DRKFry  
WHM/SMNPokorny    

This setup really involves no THF; it was basically only for Treasure Hunter - he got 1-2 hits in then just stayed back for the 5 minutes he was there.  The job setup is actually the exact same thing we would use against Cerberus.  We did have access to Relic Horn for this but honestly there was very little need for it - the main group never came close to needing MP and normal ballad was given to the BLM party.


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NIN/DRK Tanking Without Stun

Khimaira builds resistance to stun over time, so stun cannot be use repeatedly by the NIN/DRKs - or by the time Khimaira gains access to Fulmination, all stuns will resist.  This means the hate generation by NIN/DRK has to rely on other spells and abilities, which is generally considered not very ideal.  

So how good is NIN/DRK hate without using stun?

Turns out it's still extremely strong!  We played this fight exaclty like we would anything else with NIN/DRKs - spammed whatever we wanted and never worried about hate.  We did have a couple draw ins by BLMs after using Manafont but overall it's still more than enough hate to make things safe.  In a lot of fights using other tanking setups, the BRDs usually end up taking hate due to constant song spam - in this fight, we had 2 BRDs spamming Elegies nonstop and neither ever took hate.  

   

Bind  >>  Sleep  >>  Kurayami: Ni  >>  Hojo: Ni

This is the main order used to compensate for stun.  In addition, other good spells to use for hate are Absorb-XXX and Poison.  One good thing to note is that the only magic involved is now Bind and Sleep, which is only 28MP every 30ish seconds - whereas it is 53MP every 30 seconds in the normal order with stun.  Because refresh can now be covered without ballad (refresh and sanction are now enough), that frees up an additional song.

We ended up using something like March, March, Mambo, Carol - the evasion rate was pretty decent.  I don't know how helpful a second Mambo would have been.  Khimaira's attack pattern is very difficult to determine.  Generally, though, it attacks very quickly and can double attack as well.  Slow and Elegy are landable but pretty hard (think Cerberus) - that's why the BRDs were constantly trying to spam Elegy, which luckily can be relayered without wearing.  When Elegy and Slow II are both on, it can probably be solo tanked by a NIN pretty easily.


Khimaira Special Attacks

Dreadstorm - 500-600 10' AoE Thunder Damage; wipes shadows
Thunderstrike - 500-600 10' AoE Thunder Damage and Stun status; ignores shadows but does not wipe
Tenebrous Mist - 10' AoE resets all TP to 0
Fossilizing Breath - Conal attack with Petrify status; no damage
Tourbillion - 800-1000 15' AoE Physical Damage and Knockback; blockable by 2 shadows
Fulmination - 800-1200 30' AoE Thunder Damage and Stun + Paralyze; usable after 50%, common after 25%

In general, Khimaira's TP moves are much stronger.  Dreadstorm and Thunderstrike will both do a good 40-50% of a tank's HP - Dreadstorm being much worse since it will wipe shadows.  Probably 80%+ of the healing during the fight were just due to these 2 moves.  Tenebrous Mist and Fossilizing Breath are both pretty useless, although breath forces the use of at least 1 WHM for stona.  It's probably helpful to have 1 anyway for Cure V.  The first 4 TP moves are really the ones it uses the vast majority of the time.

   

Tourbillion poses a very large problem as it can potentially 1 shot a BRD.  At this point, I have no clue how this is triggered, but I can say that it rarely uses this.  During the fight outlined here, it never attempted to use this move once and I've only seen it used 1 time ever (on our fights or others' fights).  Could this be the "Spike Flail" for Khimaira?

Fulmination is Khimaira's wipe move - and it's very strong.  Not only is the range on this move greater than Gates of Hades, but it will inflict both a long duration stun, and a stupidly strong paralyze on everyone.  It also does a lot more damage than Gates.  The range on this move is 30', the same as Wyrm Wing/Blast attacks - since the casting range is around 20' to 25', that makes this move unavoidable by distance.

Just have a stun rotation for this like you would Cerberus.  It is faster than Gates of Hades, but still stunnable with a reasonable connection speed.  We had 2 members, Sakurato and Aruberu, be on stun look-out for this and that was plenty.  Also note that it can use this between 25-50%, but rarely.  Because there is still a chance, keep someone watching for this at all times after 50%.

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Vertical Height - Avoiding Fulmination Wipe

While the range on Fulmination is too great to avoid using distance (as it extends well beyond the casting range), it can be avoided by vertical height.  Even though no Fulminations got off on this fight, if 1 were to, the entire backline would still be safe, preventing a full blown wipe.  Typically it will be the Stun + Paralyze that actually kill you and not the damage, so if the backline can recover quickly enough, the tanks probably wouldn't die.

The positioning for this is pretty specific.  The battlefield is clearly ruggid and grants considerable height differences in certain places.  The place we used (which is shown) is probably the largest height distance achievable before draw-ins occur.

   

Only Fulmination really requires the vertical height to block; however, because it is the wipe move, I would still recommend using it.  It's always good to have a safety net in case of a screw up.  


Damage Dealing - BLMs Again

Well I guess this isn't a big surprise - we used 4 BLMs as the only damage source.  Damage and resist rates were actually pretty high - nothing like Cerberus but probably worse than the Wyrms.  Lower damages may actually be an advantage in this case because the hate margin of a NIN/DRK unable to use Stun will be lower and may not account for enough hate to hold off anything higher.  Khimaira has roughly 90,000HP - the damage is not fast by any means, but is very consistant.

 (Elemental Skill Gear)
 (Elemental Skill Gear)
 (Magic Attack Gear + Elemental Seal)

1)  BLMs double for both Damage and Stun in the Fulmination phase
2)  Provides the highest damage per TP ratio, even with massive resists
3)  Cure support if needed in a pinch
4)  Damage is delt from a range, keeping DDs out of AoE range
5)  Elemental Seal + Bind works barring some disaster or wipe


In a previous fight, we tried to use BLU/THF (Sneak Attack Cannonball).  The damage is really incredible but unfortunately BLU lacks a lot of the advantages that BLM grants.  BLU damage is very high and spikes and more easily takes hate, which causes control and positioning problems.  Also, BLU healing spells can't even target alliance members, only party members, so they can't even heal tanks if needed.  Lack of stun also means additional members are needed just to handle stuns.  Overall, I think just going strictly BLM is the safest and simpliest way to damage Khimaira.


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Possible Future Testing

The biggest difficulty with this fight has to be the TP moves.  Khimaira itself is pretty reasonable to tank as far as normal attacks go.  The hate issues are also still non-existant with NIN/DRK, even without the use of Stun.  In future fights, we may try to go with a full-time thunder resist setup.  Thunder resist is pretty easy to stack without gimping haste and normal equipment - Terra's Staff and Byakko's Haiddate is 70 on it's own and is pretty much used at all times anyway.  

This idea would be pretty similar to what we tested on Cerberus.  Gates of Hades could definately be resisted greatly with the use of a Fire resist set - it makes sense that the same could be done with Khimaira and Thunder Resist.  Not only would this account for Fulmination (with the addition of the vertical height strategy), but this would also severely reduce damage from Thunderstrike and Dreadstorm, which really accounted for the vast majortiy of cures during this fight.

The drops were pretty lame (everything but the sword really...).  Even with the Sword, it's pretty much a play-toy for now since TK still rarely uses PLD on anything.  The synth materials really don't have that much use since the BST set isn't all that great (I think?).  It's probably best just to keep the synth items on a mule for now and hope for future recipes to be added.



Oops!  (Sakurato's fault!)



Pic of the Day 



Saku made me post this...  No BRD songs; no Mandau (Blau Dolch I think?).


Drama Thread of the Day 

http://www.bluegartrls.com/forum/viewtopic.php?t=15170

Player Drama - Cross servers, same player. 



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Bhaflau Remnants Won

  • Dec. 30th, 2006 at 4:38 AM
Overview 

This zone has already been beaten numerous times by various groups, Japanese and English; however, it is generally with larger groups hovering around the 18 member area.  The drops on the boss seem to be limited to 2, which is pretty poor for the number of people it's taking these groups to win the zone.  Our goal is to try to lower these numbers to something a bit more managable.

On our previous attempts at this Salvage, the main issue was the boss and it's Homing Missiles attack, which is an AoE throat stab effect (90%+ HP and hate reset).  This move was just devastating to our control over the fight and for the first 2 attempts, we have too much trouble dealing with it to win.  In this post, I will try to go over the overall plan for reaching the boss with this setup to maximize the time to fight on the final boss, then go over our new strategy to dealing with Homing Missiles.



Before I get started, I want to thank Noneko and Auronku for coming along for this run.  Would have been a total loss if either of you didn't come.

I hope someone finds this useful and Enjoy!


Party Setups

The basis for the party setup we chose was to get the 'ideal' setup on the Long-Bow Chariot, then throw in some melees to make the first couple floors go by faster.  We ended up taking only 1 MNK because only 1 had it leveled for the group that went, but WAR and THF also have decent hand-to-hand skill so it wasn't too bad.  The biggest concern was being able to kill that very first mob - we took a different approach than most when it came to the first floor which I'll get into later.

SenrezNIN/DRKKaekoBLM/RDM
DemetriusNIN/DRKNermalBLM/WHM
YamainuRDM/NINRyuziBLM/WHM
ScreamerCOR/WHMAuronkuWAR/NIN
PayuBRD/WHMNonekoTHF/WAR
AshiraBRD/WHMAruberuMNK/WAR

This setup provides a reasonable balance between melee and mage Damage Dealers as well as a large amount of support jobs in the tanking party.  It does lack a WHM or any other kind of dedicated healer, which later on, we realized hurt us a lot.  I think the "perfect" 12 man setup for this would be this setup except the COR exchanged for WHM and the 3 melees all MNKs.  I think that there is some definate leeway with what works and what doesn't though.  The melee setup we had this run was more than ample for speeding up the first 2 floors.


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First Floor - Skip the Bombs!

We took the West Gate.

The first key to Salvage is to make sure the plan is consistant - that is you aren't relying on certain drops that are not 100% to progress further.  Bomb drops are pretty random - if you get a bunch of Subjob items, or worse, nothing - you can easily blow all your meds and come out empty.  This happened to us and we got totally screwed over before we even got off the ground.  To prevent bad luck from screwing over the run early on, we chose to avoid bombs and fight the Wamoura first - these drop at least 1 magic and 1 ability cell 100% of the time.  By killing these off first, you take luck out of the equation and make sure you get some good drops early on.  This also lets you plan ahead because you know exactly what you're going to get after each mob.

   

Wamoura are much tougher than bombs.  We've actually had Aruberu (our MNK) solo one of these before to start, but it took something like 50 hi potions to do (not exaggerating on the number).  We basically just sent all our melee at these early and spammed hi potions.  We took roughly 60 for this run and maybe needed about 40 of them.  They are really cheap nowadays because of Assaults so there is no excuse not to bring them.  

The melee are pretty useless in our boss strategy; however, they play a vital roll in this Salvage nonetheless for speeding through the first floors.  The first Magic and Ability cells we gave to the RDM and MNK - the second Wamoura we killed quickly using Hundred Fists with RDM curing.  After the 3 Wamoura were killed, we went back and quickly just gang raped anything we saw, letting NINs lot anything they needed like Equipment first.

First Kill - 1 hour 33 minutes to go
Portal Up - 1 hour 10 minutes to go


Second Floor - Which Route Should You Take?

First circle around and kill the 4 Emphatic Flans.  These all have 100% drop of Magic and Ability, similar to the Wamoura on Floor 1.  Regarding which route you should take...

West Route - Subjobs and Maximum MP
East Route - Weapons and Maximum HP

Based on which drops the group needs more after the first floor, you should quickly choose which route is best.  In our case this run, we were really short both so it was a tough call.  We ended up choosing East, but this ended up gimping some of the BLMs and support jobs of their Subjob and their curing ability.  Generally this is a tough call to make on most runs, so you should plan for both scenerios.

We really quickly rushed through this.  The key is do not talk about who gets what and stand still.  If you need to decide who gets something, pull something while you decide.  The 100 minute timer is always ticking and it's not as much time as it looks.  We spent almost no time at all on the stat cells - these are pretty insignificant to us really.  I think the BRDs got their CHR and BLMs their INT and that was it.

4 Flan Killed - 1 hour 3 minutes to go
Portal Up - 56 minutes to go


Third/Fourth Floor - Nothing Important Here

We just skipped both of these floors, making it to the portal as fast as possible.  On floor three, you can cheese a couple extra kills while 1 person makes it to the portal.  The Flans drop a lot of MP MAX cells I think (something to consider if you're having a hard time choosing routes on Floor 2).  We didn't worry about any bosses or those Archaic Gears - at this point no one really knows what they do as far as the boss is concerned so it really isn't worth spending time on.

On the fourth floor, everyone began to buff for the boss while we had 1 person sneak their way past the gears.  On this run, we got through without aggroing any of them.  I have no clue if this really made a difference though.

3rd Portal Up - 52 minutes to go
4th Portal Up - 44 minutes to go


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Long-Bowed Chariot Basics

SenrezNIN/DRKKaekoBLM/RDMAruberuMNK/----
DemetriusNIN/DRKNermalBLM/----NonekoTHF/----
YamainuRDM/----RyuziBLM/WHM
ScreamerCOR/----AuronkuWAR/----
PayuBRD/WHM
AshiraBRD/WHM 

While waiting on the fourth floor, we organized parties in this fashion.  Certain members who were unable to get back their Subjobs are shown too.  Two slots are left open in the second part in order for both a BRD and the COR to switch over for buffs in necessary.  Unfortunately, the melees are pretty useless in this fight other than for the opening skillchain using stored TP from previous floors.

The Chariot boss has 3 basic TP moves in addition to a special move unique to it (which is Homing Missiles in this case).  I believe each of the Chariot bosses in each of the 4 zones are similar to this setup.  It seems to like using Homing Missiles more than its normal TP moves from our experience - which totally sucks.

Estimated HP Total: 30,000HP

Diffusion Ray - Small Conal Damage 200-300
Inertia Stream - AoE Damage 300-400 and Bind 
Discharge - AoE Damage 300-400 and Paralyze
Homing Missiles - targeted AoE 90%+ HP and full hate reset

   

We started the boss fight with roughly 39 minutes remaining.  The vast majority of the damage source came from the 3 BLMs.  The boss itself is pretty easy to tank normally and can be solo tanked by a NIN with enough buffs.  We had our NIN/DRKs even use Blinding Potions and Bat Earrings to further enhance their evasion.  Combined with buffs from 2 BRDs and a COR, solo tanking was a pretty easy task.


Tank Positioning - How to Overcome Homing Missile Spam

Basically anyone hit with Missiles is going to receive a full hate reset.  In order to minimize damage, we made sure only 1 tank could be hit at all times by this move.  We were able to accomplish this by using the positioning outlined in the screenshots I've posted.  Basically 1 NIN to the left and 1 to the right and they play tug of war with hate spells.  Mages and support in the back.  It was actually pretty funny because at first, the boss kept bouncing back and forth and wouldn't hit anyone because it was too confused as to who had the most hate.

Homing Missiles is an AoE that stems from the initial target.  Hence both NINs are able to kill Long-Bowed Chariot in casting range while avoiding Missiles as long as the Chariot is closer to them than the other tank.  I believe we survived about 15 Missiles in 30 minutes and none of them hit both tanks simultaniously.  This helped the hate situation a ton as we were able to keep the Chariot away from the mages the vast majority of the time.

   

It is possible to stun Homing Missiles.  However, even if you catch the Weapon Skill in time, stun tends to resist quite often (around 75% of the time even on a BLM).  This really isn't reliable and you cannot go in thinking you're going to just stun all the Missiles.


Damage Dealing - Black Mage Spam

Well I think anyone who has read all the posts in this blog knows we're extremely cheesy when it comes to damage dealing... It's always BLM.  All I can say is if something in this game is broken, might as well use it.  Homing Missiles is a TP based move - the more TP you feed Long-Bowed Chariot, the more times you have to deal with it.  That being said, the ideal damage sources come from those that have a high damage per hit ratio, hence BLM really comes out on top here.  Because we had so long to fight Chariot (39 minutes left when we started), we could take our time and control the pace of the fight by when we chose to nuke and stop.  Each of the 3 BLMs averaged over 9000 damage total throughout the fight.



We did have our melee store TP on the last fight before the boss (floor 3 I think).  We opened with a darkness skillchain and Blizzard MB.  I think I was able to get a 1300 damage Freeze II Magic Burst in there somewhere so it's very nice damage.  We generally stuck to Blizzard spells - didn't see many resists with Thrednoy on.


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Conclusions and Final Thoughts

We definately did not have enough cures in this setup.  Homing Missiles wasn't nearly as bad because of our new positioning tactic; however, it still does about 1300 to a tank every time it goes off and the MP requirement for curing is very high.  I think switching out the COR for a WHM would be the biggest change.  Cure 5 is just extremely desirable with so many Missiles going off.

   

As far as melees, under this strategy, they really just have to understand their primary purpose is to speed up the first floors and be very understanding that they aren't going to pick up that many cells over the course of the Salvage run.  It really is a team effort throughout.  Definately take melees with natural hand-to-hand skill though.

I think that there has to be a way to weaken the boss (maybe get rid of Homing Missiles?).  I just cannot see a pickup group pulling this zone off and killing the boss in it's unweakened state.  The fact that so many experienced HNM LS groups still fail hard on this zone weeks after it started shows just hard difficult it is.  I think the challenge and strategy required for Salvage is incredibly fun, however.  The items from Salvage are all top-notch, and they shouldn't be easy to obtain.

After winning, the zone is still considered not won - you actually have to use the portal to the west and exit to be considered a "victory."  We were still getting timer warnings after the boss had died.  We received no new title or any type of new cutscene as far as I can tell, so I'm not sure what the point of it is.

Useful Links about Bhaflau
http://www.bluegartrls.com/forum/viewtopic.php?t=14622
http://wunjo-on-ramuh.livejournal.com/37363.html?view=3315
http://f31.aaa.livedoor.jp/~airforce/sal_conquest_baf.html


Pic of the Day



http://tk-demetrius.livejournal.com/ 

Shameless Promo for Deme.  And Chilicheese seems to be an idiot magnet when he exps.


Drama Thread of the Day

http://www.bluegartrls.com/forum/viewtopic.php?t=11026

Synopsis:  Pickup group claims and kills fafnir and Ridill drops.  Someone then quartermasters it haha.





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6 Man Limbus (Part II)

  • Dec. 26th, 2006 at 11:32 PM
Overview and Goals

- Show that Temenos is farmable by a coordinated group of 6 members

- Farm all chips leading up to Ultima with 6 or less members
- Beat Central Temenos - 4th Floor (Ultima) with 6 members
- All runs should be beaten with relatively good time cushion (3-5 minutes)
- Should not involve the use of Aegis or Gjallarhorn Relic Weapons

Part I can be found here: http://kanican.livejournal.com/2946.html

WARNING!  This is a very long post!  If you don't like strategy this is a painful read.

In the previous entry, we were able to farm our Ultima set, clearing each of the 6 zones with 5 or fewer members.  The setups and strategies used on each of the tier 2 zones can be found in the link above.  I believe the one that had the fewest time remaining was the tier 2 beastmen route, which we completed with 7 minutes remaining using 5 - still a decent time cushion.

This post will focus on only 1 of our failed Ultima attempts.  This one really took a ton of planning and coordination (evident by just how long this post is) and we still were not able to win.  I do feel; however, that with the information we were given on this fight and Ultima's abilities, a loss on this was inevitable.  We hope to fix things and win in the future now that we know exactly what we're dealing with.

Upon Wipe:  Ultima HP 2%
Time Remaining:  12 minutes


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Party Setups and Supplies

We went in with the following job set and spare supplies...

AshiraBRD/WHM
DemetriusBLM/WHM
KaekoBLM/WHM
NermalRDM/NIN
PayuBRD/WHM
SenrezNIN/DRK

Blinding Potion x24
Sleeping Potion x48
Opo-Opo Necklace
Stoneskin Torque


This setup is built for 1 NIN/DRK solo tanking Ultima throughout with a RDM playing as primary healer, support, and back up tank using /NIN.  Obviously the BLMs are the damage dealing source.  There were quite a bit of supplies used for this fight, although none of them were very expensive other than the Stoneskin Torque, of which we didn't use that many charges.  I think most of these supplies aren't all that necessary but we used them just to get a bit of an extra edge.  The Sleeping Potions were used to store TP prior to entering (Open Spirits Within from NIN, RDM, and both BRDs) while the Blinding Potions were used in conjunction with Bat Earrings.  The Stoneskin Torque I'll get into later.

This setup may appear to be a bit odd at first - mainly the fact that only 1 tank is really used the entire fight while 2 BRDs are used.  The reasoning behind choosing 1 tank over 2 is the fact that Ultima has some extremely nasty AoE moves.  Using 2 tanks would put 2 of the 6 members in constant danger of eating TP moves and taking damage, forcing more focus on support.  TK is also always used to using 2 BRDs in just about any setup, and we will typically sacrifice the 2nd tank before the 2nd BRD (for instance on Tiamat, we would rather make 1 NIN solo with 2 BRDs over 2 NINs with 1 BRD).  1 major draw back of this setup is the lack of a WHM - Ultima has 1 move that can petrify and this group does not have a stona.

   


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Basics Regarding Tanking Equipment and Buffs


There are so many things to consider on the tanking aspect of this fight so I will split it into to catagories - buffing, songs, and equipment, then the actual tanking strategy.  Equipment management for Senrez was done using Windower macros (6 slots per macro just doesn't cut it...)

The basics start with which buffs and songs Senrez received.  The 4 songs he got throughout the entire fight were Ballad 2, Mambo, March, and March.  No Light Carol was used.  In addition to songs, the RDM also kept him hasted and refreshed, along with protect and shell IV.  He used the following equipment as his main set during the fight...

WeaponTerra's StaffPhysical Damage -20%
RangedUngur BoomerangEvasion +8 , MP +8 , HP +8
HeadWalahra TurbanHaste +5%, MP +30 , HP +30
BodyArhat's Gi +1Physical Damage -9%
HandsDusk GlovesHaste +3% , HP +20
LegsByakko's HaddaiteHaste +5%
FeetFuma Sune-AteHaste +3% , HP +12
BackGigant MantleHP +80
WaistForest BeltHP +30
NeckStoneskin Torque 
Ear 1Bat EarringEvasion +15* , MP +5
Ear 2Bat EarringEvasion +15* , MP +5
Ring 1Merman's RingMagic Damage -4%
Ring 2Merman's RingMagic Damage -4%


Overall, this setup provides a heavy HP boost, a very decent amount of physical damage reduction, and a lot of evasion when using Blinding Potions.  The -8% magic damage reduction was used to help take certain TP moves better.  In addition, he was able to hit 16% haste in this gear, which hits the 50% haste cap on spells when Haste spell and double Marches are used.  Although he had the stoneskin torque on at all times, he never used it until the CB portion of the fight - it was just kept on for simplicity's sake.

A second setup was used that was purely physical damage reduction: Terra's Staff, Arhat's Gi +1, Arhat's Jinpachi +1, and Jelly Ring.  This switch off gave a total of 40% physical damage reduction - the only thing that was missing was a Defending Ring, which isn't exactly a viable gear choice option for 99.9% of players.  This setup was quickly switched into during Petrification or Terror periods.

    


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Solo-Tanking Proto-Ultima

I can definately say that this mob can be solo tanked with relative safety; however, the tank has to not only had to worry about staying alive, but also maintaining a very high hate margin for the BLMs throughout the entire duration of the fight.  In a low-man fight such as this one, getting hit won't necessarily cripple you; however, the tanking has to be near perfect as there isn't much leeway in terms of healing and support.  Here are some keys to consider:

1)  All the major debuffs - Blind, Slow, Paralyze, and Elegy land easily.  
This automatically makes this fight possible to solo tank.  Even though Ultima hits like a truck, he attacks so slowly with all these debuffs on it is possible to just blink away all the attacks.  Elegy is probably the biggest one of these debuffs; when Elegy is not on, Ultima get become a bit troublesome to tank without getting hit.

2)  Ultima is blind as hell.
This guy will miss an awful lot, especially with Mambo and the 30+ evasion the NIN has during this fight.  While you cannot necessarily count on Ultima missing when you need him to, overall, this just makes the fight go by much more smoothly.  This is the main reason we bothered with Blinding Potions and Bat Earrings - because they have a profound effect on Ultima's already sub-par accuracy.

3)  Keep 2 shadows up at all times!
Again, this is the same concept that we apply towards solo tanking Tiamat.  Ultima can and will double attack - if you want to play this perfectly, you have to be prepared for it.  This means converting utsusemi with 2 shadows left always.  With it's low accuracy, this isn't as hard as it sounds.  In addition, Equalizer is blocked by 2 shadows - you want to block this at all costs as it is a partial hate reset.  Keeping up 2 shadows will prevent any Equalizer problems.

4)  Stun lasts forever on him.
I don't think I've ever seen an HNM that had such pitiful stun resistance.  Even Senrez's NIN/DRK stun was lasting over 3-4 seconds usually - that's not an exaggeration.  Knowing this, this setup provides constant stuns every 25 seconds from the tank as well as 2 backup stuns which can essentially stun lock Ultima for a good 5-6 seconds reliably.  This really helps prevent any minor mistakes from blossoming into crippling ones.

5)  Use the Hate Rotation I outlined previously!
The first 4 keys all pertain to just staying alive, but remember the tank also needs to be able to hold off 2 BLMs spamming spells nonstop for the duration of the fight.  At maxed 50% Haste and 5 MP/tick refresh, the setup allows for a maximized hate spell rotation of Stun, Blind, Sleep, and Kurayami:Ni.  BLMs can essentially spam at will when this is done correctly.  Help on Hate Rotation can be found in http://kanican.livejournal.com/1929.html (Ouryu fight basics).

My final advice for anyone trying to repeat this is keep good communication between all members and their tank.  If Senrez ever runs low on shadows to the point where he knows he can't keep 2 up, he just simply asks for a stun.  Solo tanking this without any Stun support is incredibly difficult and would require some good luck - ask for stuns even if there is a chance of a mess up occurring.

   


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Damage Dealing Using Black Mage and Mob TP Control

The damage dealing choice was easy to select - BLM is the clear winner for this (big surprise).  There are plenty of reasons for this but here is an overview of the reasoning behind it.

1)  Black Mage has the highest damage delt per TP given ratio by far - it's safe DD.
2)  Black Mage damage dealing jobs can support with cures, -na spells, and most importantly, Stun.
3)  Damage is based on MP, not TP, hence damage can be coordinated to be delt in spurts.
4)  Spells are cast at range.  There are much fewer safety issues to consider since AoEs will not hit them.

Melee just are not viable with this type of tanking setup because Ultima's TP moves are just insanely strong.  Luckily, Ultima does not have any sort of TP regen.  So if there is a bad string of TP moves, the BLM can simply stop casting temporarily and TP moves will cease.  The plus side to this is you can do damage quickly when things are going well and slow down when things get shaky.  I think the fact that this works so well (and on so many different things) really shows how unbalanced endgame damage dealing jobs are between mage and melee.  The mob TP system in the game is broken - and that is the only reason this works.

Ultima has pretty decent resists rates - I would say it's extremely similar if not exactly the same as Tiamat or the other 3 Wyrms.  So there is 50% magic damage reduction and it's best to nuke in full Elemental Skill gear for best results.  Most of our nukes hovered around the 400-450 range (IV spell) but resist rates were pretty low because of the full Elemental Skill gear.  I would place Proto-Ultima's HP at around 45,000 - 50,000 HP based on the fact that a good IV nuke would take off 1% usually but not always.  This turns out to be something like 23,000 damage delt per BLM over the span of 60 minutes, or roughly 400 damage per minute to barely win.

Well that was what is required to win barely, but the damage per minute is really much higher due to the high hate margin the NIN/DRK is able to provide along with maxed ballad and refresh support for both BLMs.  We really tried to rush through the first 80% of the fight as quickly as possible to give us as much room for error on the CB phase as possible.  Again, I cannot stress enough that the pace and speed of the fight is directly related to how good the NIN/DRK is and how smoothly the fight is going in general.

In addition to damage delt by the 2 Black Mages, all DoTs land easily on him - Poison II, Bio II, and 3 elemental debuffs.  We kept all 5 of these on at all times, which comes out to something absurd like 30HP/tick or 600 HP/minute.  We believe Ultima has no natural HP regen so all these damage isn't countering regen, but is lowering HP.  In 60 minutes, this would do something like 36,000 damage, so DoTs play a significant roll in the fight.

   


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TP Moves and Special Abilities to Watch For

Anyone who's done a Proto-Ultima fight knows how insane some of the TP moves are.  Using this setup, we were able to limit them for the most part so they were managable; however, special precautions still needed to be made for a couple of them.  Here are the ones we watched for particularly.  They appear at different frequencies and HP ranges - for more information about which are used when, try looking at the FFXI Wiki for Temenos.

Dissapation - AoE Full Dispel all Buffs except Food + Terrorize
This one isn't quite as bad as it looks, although this is especially annoying for BRDs since they get hit sometimes and have to rebuff songs.  RDM has to rebuff haste, refresh, protect, and shell after every one of these.  Then there is the terrorize effect.  Typically we'll just have the BLMs stun in succession and the terror will wear after Senrez only ate 1-2 hits (in physical damage reduction gear).  This move sounds horrible, but it's not when you're prepared.

Equalizer - 800+ Damage Conal + Partial Hate Reset
This one presents a bit of a problem as a partial hate reset would cause the BLMs to take hate immediately and possibly take a death, slowing down progress considerably.  Luckily, as mentioned previously, you can counter this with 2 shadows so as long as the NIN keeps 2 up at all times, this one isn't all that bad.

Antimatter - 1000-1500 Damage Single Target Light Attack
The damage on this move goes right though blinks but does not wipe them.  This move is really the reason Senrez is using Merman's Rings at all times - the damage range on this move is so large because of the constant weather effects.  This move by itself isn't too bad as it is survivable with large HP, but if Ultima follows this quickly with other moves like its Holy II, there could be an issue and possible tank death (wipe).  Stun after this move is a good idea to prevent something like Antimatter > Double Attack > Holy II, which would instantly kill the tank.

Smoke Discharger - 600 Damage Conal + Petrification
This move is only bad because our setup lacks a WHM for stona.  Essentially switch into full Physical Damage reduction gear and stun after this one gets off.  That's about the best you can really do using this setup.  The move doesn't wipe shadows so it has some decent leeway with it.

Holy II - 600-800 Damage Light Magic
This one is dangerous for 2 reasons - 1) he can cast this randomly throughout the fight and it automatically wipes a shadow and 2) it will use this once after every TP attack after 60% HP on a random target in range - typically the tank again or a BRD.  The BRDs need decent HP and stoneskin to be ready for this one.  It gets really dangerous after a strong TP move such has Antimatter > Holy II.

   


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Preparing for Citadel Buster

The first task we had to complete was the make sure Senrez could actually survive a full unresisted Citadel Buster.  We chose to use a Full HP max and Magic damage reduced setup as opposed to a light resist setup for better consistancy.  The following gear was switched to when the Citadel Buster counter began using a Windower Macro.

WeaponTutelaryHP +30
SubBehemoth KnifeHP +25
RangedUngur BoomerangHP +8
HeadGenbu's KabutoHP +50
BodyMagna JerkinHP +24
HandsSeiryu's KoteHP +50
LegsKoga HakamaHP +40
FeetMarid LeggingsHP +20
BackGigant MantleHP +80
WaistForest BeltHP +30
NeckStoneskin Torque 
Ear 1Merman's EarringMagic Damage -2%
Ear 2Merman's EarringMagic Damage -2%
Ring 1Merman's RingMagic Damage -4%
Ring 2Merman's RingMagic Damage -4%

This is where the Stoneskin Torque comes into play.  Senrez set up his macro to not only switch into this setup, but also use the Stoneskin Torque.  With 1 press of a macro, he was able to switch into this equip and cast stoneskin on himself.  The mages then cured him and bailed.  The additional stoneskin was just a precautionary measure since we didn't have some of the best Magic damage reduced gear (Bellona's Ring, Defending Ring, etc.).

Now when Citadel Buster actually goes off, the key is to not panic!  Ultima still gets a free Holy II after CB (sick huh?) and since the NIN is probably the only target in range after CB, it's going to hit him.  Utsusemi must go up as soon as possible after CB hits, or the following Holy II will kill the NIN.  After that, the normal gear setup is quickly switched back to and the fight continues after curing.  Even when surviving CB, there is some significant hate loss due to the large amount of damage taken.  This move is really too risky to take without some sort of backup plan.

Here is where the RDM/NIN, Nermal, comes in.  RDM/NIN by itself is also capable of soloing tanking Ultima and requires less support to function at an acceptable level.  In addition, RDM has a very high level of natural magic resist and with proper equipment, can take CBs less than 1000 damage (very strong stoneskin factored in).  If the NIN/DRK ever were to die to a bad Citadel Buster, the RDM would be able to fill in as the backup tank and provide a much better tank for Citadel Buster.  Taking hate quickly as RDM is pretty simple as Chainspell Bind or Sleep easily grants maxed hate.  Nermal had this equipment setup for taking the Citadel Buster....

WeaponTutelaryHP +30
Sub  
Ranged
HeadWalahra TurbanHP +30
BodyOgre JerkinHP +40
Hands
LegsCrimson CuissesHP +25
Feet
BackGigant MantleHP +80
WaistJungle SashHP +45
Neck 
Ear 1Merman's EarringMagic Damage -2%
Ear 2Merman's EarringMagic Damage -2%
Ring 1Merman's RingMagic Damage -4%
Ring 2Merman's RingMagic Damage -4%

I only bothered to fill in slots that Nermal bothered to change into.  RDM has such high natural magic defense, not much preparation is needed to survive Citadel Buster, especially with a maxed stoneskin.

   


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So We Looked Prepared.  Why Did We Lose?

Our initial plan was to have the BLM Manafont at 20% and chaincast to the point where they overtook hate, just in time for Citadel Buster to hit.  This would allow the tank to avoid getting hit and give the BLM a hate reset while maximizing his Manafont.  During the fight we actually pulled this off; however, everything after that we didn't plan for...

It turns out when Citadel Buster goes off, Hate on all targets is reset or partially reset.  After that first Citadel Buster hit, Senrez (our NIN) never got hate back again even though he wasn't touched by it.  We competely did not plan for this and after that first Citadel Buster, we essentially had no tank - and therefore no safe method of spamming more nukes.  After the first Citadel Buster went off, Ultima's HP was roughly 14%.  Everything after this point was either a suicide nuke and death or straight DoT damage for about 15-20 minutes while we suicided and held onto it.

The fact that the NIN's hate is partially reset after anyone was hit by CB was what really broke us during this fight.  We had planned to control the hate throughout the fight, including during the final phase; however, knowing this now, it may not be possible.  We most likely could have won had we played the holding phase better - at 2% HP, DoTs had worn and due to panic, it was not relayered and Ultima regened back to 12% and we had to call it.  However, this is not really the way we wanted to win anyhow.

Speed was definately not an issue as we first thought it would be - the damage at the beginning was so fast it was almost too easy.  The last 20% phase; however, was just a completely different fight.

   


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So What Now?

Losing, especially at 2% was incredibly disappointing to everyone and honestly right after it, I didn't even feel like making another attempt.  Farming up 6 chips again is just insanely annoying and time consuming.  We are working out another plan to combat the final phase at the moment, but we don't want to give that part out quite yet until we try it out.  Any comments about Ultima or even advice would be welcomed.

If you have any questions about anything feel free to post back or /tell me in game if you're on Odin.

We're all pretty bummed out after losing right now, but I think we learned a great deal.



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Pic of the Day



Awesome Pic by Kuuhalee!

Drama Thread of the Day

http://www.bluegartrls.com/forum/viewtopic.php?t=6887

Very old school Midgar drama

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Solo-Tank Tiamat

  • Dec. 12th, 2006 at 10:44 PM

Overview

Time Taken: 1 Hour 12 Minutes
Members: 9 at Start, 14 from 70% to Finish



Previously Related Entry: http://kanican.livejournal.com/2465.html

Since the recent change in strategy to our Wyrm fights, we have been able to pull 5 Tiamats in a row.  This is pretty incredible considering prior to this change, we had a total of 7 Tiamat kills in 2 years.  TK really has not grown over this period or recently, in fact, we've actually lost a couple key members - the switch to a better holding and low-man kill strategy has shown noticable effect on our ability to make a kill effort in a wider range of time frames.

Instead of focusing on the overall strategy as the previous entry did, this one will focus primary on the tanking style we use for this.  I will outline this based on a Tiamat fight we did recently that involved only 1 NIN/DRK tank solo tanking Tiamat from start to finish (without dying).

Why NIN/DRK?

A big mistake regarding tanking styles such as PLD/NIN and NIN/DRK (as well as other less used setups) is that many LSs who have the ability to use both do not realize each has strengths and weaknesses - the same style does not work perfectly in every situation or every HNM.  However, in the case of Tiamat using this method of DD, NIN/DRK easily becomes the strongest candidate for tanking for the following reasons

1)  Tiamat stays in the air for 2 minutes (very long time), allowing the tank(s) to focus purely on spamming hate
2)  On the ground, Tiamat attacks very slowly with Elegy and Slow II (both easy to land with decent equip)
3)  Under this DD method, TP abilities are non-existant when on ground, eliminating possible surprises
4)  Tiamat is stunnable - add the fact the DD are BLMs means a ton of back up stuns in case of errors
5)  Tiamat is also reasonably blind - with Mambo, quite a attacks are dodged on a NIN tank


The key is that Tiamat hits very hard, but there are many ways to easily avoid taking hits.  This factor makes a NIN tanking style advantageous to a PLD/NIN style as it adds in evasion and additional shadows.  The fact that no or little damage is taken also eliminates the use of Cure 4, one of the biggest hate moves for PLD.

Fundemental Difference in Blink Tanking

The tanking party was extremely similar to how we usually do this except the second NIN slot was just another BLM, so basically he receieved the same support he normally would with 2 tanks except he's alone this time.  We did have 1 near death due to some issues handling adds, but other than that, he was rarely hit.  From this point on I may refer to our NIN/DRK this fight by name (Senrez) just so there's no confusion.

   

The first keys to success when solo tanking is to realize TIamat can and will double attack.  Most NIN tanks will tend to change from Ichi <> Ni or vice versa with 1 shadow remaining.  While this is a very good idea for most things, but it does not account for the possibility of Tiamat using a double attack (both landing) during the conversion from Ni to Ichi.  In order to cover for this, the tank must convert Utsusemi with 2 shadows up at all times, preventing the possiblity of double attack interrupting cast.

This is more difficult than it sounds, especially when you're solo tanking.  By requiring that you keep 2 shadows at all times, you basically waste 2 extra shadows from the typical style.  In order to combat this and keep up, the mob needs to either miss a lot, attack slowly, or both.  Using stun to help keep up with this is also key.  Throughout the fight, Senrez would ask for stuns anytime he knew there was even a chance he would not keep up, knowing we had plenty at our disposal.  

Securing Hate

Stun >> Bind >> Sleep I >> Kurayami: Ni

Those 4 spells over and over and over again.  

Stun is great but it doesn't make a NIN/DRK tank work.  The key difference in a NIN/DRK compared to something like a PLD/NIN is that it never stops spamming something.  While Kurayami: Ni may not be the greatest hate tool, it is just as important to use to maximize hate.  Instead of focusing on the amount of hate of certain actions, you should focus on the quantity of actions per unit time.  This is the real reason the BLMs are able to do upwards of 40,000-50,000 damage in a fight without logging off and never take hate.

   

Difficulty and Practice

While I am not a NIN and have never actually done this before, I can imagine this being reasonably difficult to play perfectly compared to other things in this game.  Spamming spells non-stop while still adjusting and counting shadows can be difficult.

Overall, I think this idea of solo tanking a high-end HNM like Tiamat is probably not a good idea unless you're trying to prove a point.  It's a tremendous amount of pressure placed on 1 person and in conjuntion with a BLM DD spam strategy, he not only has to stay alive, but maintain extremely high levels of hate with no tanking partner.  It definately can be done with an experienced tank, however, as shown here.

A rival LS member recently called this strategy of BLM DD in conjuction with NIN/DRK tanking "RMTing it up" and a "No Skill" strategy while watching the fight (along with seemingly a sea of players from his LS).  While I'm sure his purpose was to heckle us during the fight and not really to debate game mechanics, he still couldn't be further from the truth in my opinion.  The 2 major differences between this and the typical RMT BLM spam are that...

1)  The tank is maintaining hate throughout - the BLMs are nuking knowing they are safe
2)  The BLMs are nuking at certain controlled periods during the fight to control the TP gain of the HNM


There are a lot of subtle things within this idea that are key to making it work.  I would consider the general difficulty in pulling this off to be pretty high due to the immense amount of pressure placed on the tank as well the amount of coordination involved with all facets of support and DD.  The plain and simple fact is that BLMs are the ideal DD for the vast majority of mobs in this game due to high damage per TP gain (even on a resist) and the ability to do damage in spurts (allows control of mob TP).  Until the mob TP portion of the game is fixed, this will never change.

I do not wish to start drama on this site (that is what Ashira's awesome blog is for!) as it doesn't accomplish any goals regarding strategy and progress in knowledge of how the game works.  However, I would ask that the person making these comments (and his LS) actually try to reproduce the ideas that TK uses before bad-mouthing them.  If I recall correctly, this LS hasn't even killed Tiamat before using any method?  I think he would realize the difficulty and subtlies of our methods and appreciate the amount of planning and teamwork it requires, even if he used double the numbers we use.



Pic of the Day



This one actually happened at our 5th Tiamat fight very recently...  Some reasonably good drama (B-) involving crowding and a whole lot of trash talk.  This GM is actually Japanese but is bilingual I think.

Drama Thread of the Day
http://www.bluegartrls.com/forum/viewtopic.php?t=14264

I'm posting this one while it's still fresh.  I don't know if it'll go anywhere but it has potential haha





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