View Full Version : Black Belt KSNM99 fights Help me out!
Kajikuro
08-12-2011, 03:52 PM
I am a kinda new player, i call myself any abyssea baby for the fact of i started playing after the release of Heros of Abyssea, therefor i lack sme knowledge of some of the pre abyssea things.
Which leads me to my problem, i am a growing 90 Monk trying to get the things that i want/need, namely the BlackBelt, a notorious mnk item. I know how to get the items for the black belt which is the KSNM99 fights to get the BB items or pop items for the HNMs to get the BB items.
So what im asking is how difficult are the KSNM99 fights and the HNM fights to get the black belt items? How many people at lvl 90 will be needed? What jobs should those people be? Also is there any strategies and dangers i should be aware of before doing this? what items and food such would u suggest?
Please help me out. im aware there are other threads to this effect but i simply want info specific to my problem, and thanks to everyone that respond, any serious replys are appreciated.
Gokku
08-12-2011, 04:10 PM
6 people with access to the following jobs is more then enough
Sam with tachi rana * for turtle ksnm / aspid*
2-3 well geared blms * 2+1 rdm works also*
Whm
Brd or Cor
Back up sam or any job that can self SC light Distortion or frag reliably
those 6 are enough to clear ever KSNM 99 with ease , ass for the normal HNM mobs , thfx2 blm x3 whm brd = over kill for everything but aspid bring 1 sam for that.
Monchat
08-12-2011, 09:40 PM
I am a kinda new player, i call myself any abyssea baby for the fact of i started playing after the release of Heros of Abyssea, therefor i lack sme knowledge of some of the pre abyssea things.
Which leads me to my problem, i am a growing 90 Monk trying to get the things that i want/need, namely the BlackBelt, a notorious mnk item. I know how to get the items for the black belt which is the KSNM99 fights to get the BB items or pop items for the HNMs to get the BB items.
So what im asking is how difficult are the KSNM99 fights and the HNM fights to get the black belt items? How many people at lvl 90 will be needed? What jobs should those people be? Also is there any strategies and dangers i should be aware of before doing this? what items and food such would u suggest?
Please help me out. im aware there are other threads to this effect but i simply want info specific to my problem, and thanks to everyone that respond, any serious replys are appreciated.
I did the Wyrm fight for my mule. I had never done it before the 75 cap. We wiped before even engaging cause we didnt know the wyrm starts with a massie aoe attack right away (1.5k dmg aoe). But we killed it easilly nevertheless after reraise, with one of the numerous strategies one the wiki:
We had 5 people brd mnk mnk whm rdm ( its overkill...), brd does marches and aggroes the wyrm, pulls it on the side at the extremity of the "circle thing". Then rdm bind, gravity , CS stun and mnk zerg it. It died in a few seconds; The mob itself is easy, just our set up couldnt kill it in the air. Other strategy include jobs that can dmg it in the air ( BLM RNG etc). Im sure my strategy works with mnk+rdm only but need good gear.
Compared to the wyrm, Fafnir is a complete joke, just punch untill its dead, nothing special about him. We got a Niddhog pop off it, nidhog is just as easy. got two beards for that run.
Never did the other KS30s but they are most likely cake too with 2-3 people of the appropriate jobs.
Gokku
08-13-2011, 12:36 AM
please god dont listen to the above poster that a needlessly reckless way to fight it, and they have no idea how bad that shit wouldn't work on any of the other fights.
Monchat
08-13-2011, 01:27 AM
please god dont listen to the above poster that a needlessly reckless way to fight it, and they have no idea how bad that shit wouldn't work on any of the other fights.
Just because you are used to fight it one way doesnt mean its the only way. The wyrm cannot spike flail during chainspell because its AI makes its number 1 priority to go back to the center before flying. its a 100% failproof strategy, I didnt even invent it.
Lynchilles
08-13-2011, 03:14 AM
Wyrm BCNM:
I've done the Wyrm KSNM about 45-50 times over the past couple months. I just don't see how Monchat's strategy would work. I can't see a Red Mage doing enough damage while the Wyrm is in the air to get it to touchdown.
Anyway, for Wyrm, we usually have Monk as tank/DD and a second damage dealer (either another Monk or our Ukon Warrior). Bard and White Mage for Carols/Buffs/etc.
We'll bring one or two Black Mages. We have done it with one Black Mage plenty of times, but two or more Black Mages make it way easier and faster.
Tank (Monk) goes in on the edge of the arena and goes in for pull. They pull it directly from the side so they can turn it right away. This is done so that the initial frontal TP move doesn't hit everyone else standing at the circle entrance.
After getting a few shots in, everyone else comes in and stands on its feet. DD on one side, everyone else on the other. Bard keeps Carol/buffs/debuffs up (I can't remember exactly which songs). White Mage heals and keep buffs up as well. Some buffs can be dispelled during the fight so the White Mage and Bard need to watch for this.
Keep chipping away while the Wyrm is on the ground. When its at about 70%-75%, it will head back to the center and fly in the air.
Black Mages essentially do nothing until it flies. They should keep Stoneskin/Phalanx up while it is on the ground. Sometimes, they just toss out a few low-level nukes. They just don't do anything to take hate really. When it takes off however, they unleash hell's fury upon it until it touches back down. Emnity douse once it lands back on the ground.
Once it is back on the ground, get back on the feet as previously positioned and just beat it to a pulp.
If you're Black Mages used emnity douse (or if it seems like their CE is low enough) they can continue to nuke it. They just need to be on the foot in case they pull hate so the Wyrm doesn't move alot.
It's not hard, I just don't see how a Red Mage chainspelling will have enough damage to bring it from 70% HP to roughly 30% HP (which is usually when it lands). Plus, if you are using chainspell for this fight then you are pretty much limiting yourself to one fight anyway.
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Behemoth BCNM:
Really the only way I've ever done this is with Nuke/kite method. We usually go in with 4-5 Black Mages, 1 Red Mage (for Gravity) and whatever other jobs are lying around. It's really not that hard. Just Nuke and run. If someone has a party macro to tell the rest of the party who has hate, that generally helps too.
If it starts casting meteor: Run Away.
We start off at Circle entrance. Stoneskin/Phalanx/Barfire/etc. up. We time nuke a Blizz V to open. Once all have fired off, the Red Mage binds and gravities. If no TP move is going off (or it is something neglible like that Howling TP move) we just volley off another round of Blizzaga III. This usually breaks bind and it starts chasing.
After that, its just a matter of getting close enough to fire off another Blizz IV or V or Blizzaga III until it's dead. Everyone should have reraise on because if you get hit with a meteor, you are probably going to die. Also, its final move is a meteor so as it dies, it will also kill everyone else within range.
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KSNM Turtle:
This one is really a pain in the ass. I've only done it about 5-6 times since being level 90 so my memory is a little fuzzy on it. Plus I was pretty drunk when we did it. You should have a DD that can self skillchain either distortion or darkness. We used a Kannagi Nin/Sam. He can Sekkanoki Blade: Hi > Blade: Hi to make darkness. However, just about any skillchain to that effect should work. Sam tank is great with this (probably even moreso now because of that Koz-Enttai ability).
DD will tank it. Having a White Mage on the Tank and a Bard is extremely good here too. The Bard used Foe Requiem (I think? - Can't remember what it was, but it was a DoT song) and water carol, march, Minuet, etc.
White Mage just did their white mage thing. Buffs/healing/etc.
This fight needs to be controlled to be won. The Black Mages should be doing just about everything in unison in this fight.
The tank/dd whittles it down little by little. As the Turtle's HP drops, eventually it will go into its shell.
When it goes into its shell, the tank/DD does his/her Darkness Skillchain. At that point, all Black Mages fire off the Blizz V Magic Burst. This should be enough to do a crap-ton of damage and get it out of its shell. On our fights, the turtle was usually at about 45% after this volley of Blizz V Magic Burst.
It's really just rinse and repeat after that. However, if you can't do another darkness skillchain right away once it goes back into its shell, the Black Mages just need to coordinate to force it back out.
This can be done with a timed Blizz IV or Aga III or whatever. From my experience, it just has to be a large amount of spike damage to force it back out.
Only problem we sometimes ran into was doing too much spike damage at one time. It would go out of shell and right back in. Just need to adjust accordingly. Maybe only have 2 or 3 Black Mages fire off a time nuke when it goes into its shell.
The point is that there should be no random nukes. A large amount of spike damage should be enough to get him out of his shell and let the DD take over. If it goes into shell, you just need to coordinate with the Black Mages (and tank if they can skillchain again) to do a bunch of damage to get it back out.
Again, this one is a pain because if you have one renegade Black Mage just nuking whenever, then it can cause problems when it's constantly going in and out of its shell. When it's in its shell, it has a MASSIVE regen which can screw you big time.
Again, don't forget about Emnity Douse for this one.
That's just my experience. My old LS got pretty good at these and our strategies seemed to work for us reliably. We were lucky that alot of people with the right jobs always showed up to help. But I can see most of these being done with 4 or 5 people safely as long as you have the right setups.
Greatguardian
08-13-2011, 03:15 AM
Just because you are used to fight it one way doesnt mean its the only way. The wyrm cannot spike flail during chainspell because its AI makes its number 1 priority to go back to the center before flying. its a 100% failproof strategy, I didnt even invent it.
He's saying that trying that on KB or Aspid is asking to get kicked in the face and waste an orb. Never zerg those fights.
It's also significantly safer just to bring a couple Blms (or Blm + Rdm) and a Mnk to just kill Wyrm normally and it doesn't even require 2hrs. The NM is stupid amounts of easy, but it's also stupid amounts of easy to get screwed over if the group screws up and the NM gets into the air when you have a melee zerg setup.
tried behe with sc/mb once, stuns was a bigger pain than meteor
spent more time stuned than not
Monchat
08-24-2011, 08:12 AM
I cant say for aspid, will figure out eventually. But Behemoth was also cake with above set up. MNK+whm easy duo with good gear: MNK melee tank max range and whm cure at max range, dragua style. WHM is at 25', has plenty of time to run out of range of meteor and come back. MNK had ~50% MDT including shellra V and a few MDB ( ataractic solea + lamia mantle), meteor never did more than 1k except the last one which did 1500. For safety id recommend a back up duo of healer +MNK. Easy BC.
Gokku
08-24-2011, 01:14 PM
/face palm so many glaring ways for that not to work i guess if you wanna risk your orb on being stun locked for 30 mins by a behemoth and having your whm run outta mp do so.
your plan my work for well geared players 90% of the player base isnt
Monchat
08-25-2011, 04:13 AM
I think its been a long time you havent done this BC. This mob is pathetically weak. Also: same strategy works perfectly fine on The KB, just did one. KB is weaker thant the NM in th KS99 actually. Meteor less than 800...
Gokku
08-25-2011, 11:49 AM
when you duo turtle ksnm with whm + monk please post it.
Morwy
08-25-2011, 06:48 PM
I am curious also :o
I've dual boxed nearly 40 Chlevnik (KS99 Behemoth) and 5 King Behemoths and I can say that Monchat is right on the money for those fights. There isn't much risk involved as long as you're prepared for it. I tank in Twilight Torque, 2x Dark Rings and a Merman's Ring for a little bit of PDT/MDT since sometimes enstun or Thunderbolt will stop your counters. Shellra V + Barthundra to cut down on magic damage and stun occurrence. Also position it so that its side is facing the WHM/RDM (so you don't get hit by Kick Out or whatever.) WHM/RDM runs out of range during Meteor casts and quickly follows them with a Cure V. Not hard at all.
Gokku
09-17-2011, 01:31 AM
ive done it also , but its still risky it requires a semi competent rdm whos got 1/2 a brain. i wanna see the duo turtle battle.
It's not risky at all, and a WHM is far superior than a RDM. It really is better and simpler than any kite style method. Turtle duo is impossible.
Gokku
09-17-2011, 04:17 PM
you'd recommend a either full pink or af3+1 monk without victory smite , and a whm in prob no more then 3 a tick auto refresh go and try to duo it? you've really got to consider your avg player at this point in time. I did it melee style 2 weeks ago 4 runs on the 3rd run my whm did in fact cut it close on MP, due to me getting stun locked and behemoth stunning the whm when they ran into cure followed by a meteor. if i hadn't had a 600 hp chakra set and a capped MDT set we would have wiped and lost the orb.
AF3+1 is more than enough, it's more about technique than gear anyways. I idle in Terra's Staff on my WHM. Combined with Barthundra, the Stun effect on Thunderbolt rarely procs, and when it does it's very short lasting. I have 7 MP/tick Refresh, 4 from gear and 3 from the spell, and it's certainly more than enough. I've actually dual boxed this BC with WHM/BLM, although MP was close that time and I don't recommend it at all. If you're cutting it close melee style then you need to refine your technique. It's not risky if you do it right (and you don't need the best gear, average gear will do.)
Monchat
09-18-2011, 06:06 AM
the behemoth is way too easy to care gokku. honestly the difference with a pink mnk and a +2 mnk is one will take 5mn one will take 15. You have 30mn to kill. the only thing needed is magic reduction, wich can be bought off the AH. Victory smite does what? 5%? asuran fists will do half of that The NM will not "spam" any tp move like you say, because the tank is a MNK. If the last meteor kills you (1500dmg) not a pb, WHM will dia/holy/whatever. The King Behemoth is even weaker. Its the KS99 one w/o the final boosted meteor.
MarkovChain
09-18-2011, 05:48 PM
It's been a while that we know gokku is pretty bad at monk. TBH I think this fight was doable like this at 75 since magic damage taken doesn't decrease when you gain levels. I take 800 damage with cureskin and an half assed mdt, also on top of my head whm's barthunder prevented most of the stun and this guys doesn't hit hard. You just have to run in and out of range of meteor inbetween cureskin.
you'd recommend a either full pink or af3+1 monk without victory smite , and a whm in prob no more then 3 a tick auto refresh go and try to duo it?
A naked WHM will do the job. Secondly give us a break with your full pink, it's not like getting AF3+1(2) is anywhere close to being semi-difficult and last I checked full AF3+2 is at best a 15%-20% damage increase over pink... So completely eyeballing asuran fists + pink is 60% of the damage of one normal MNK.
what you miss is that the average "full pink mnk" (same for the average full af3+1) is full timing it or at best have few WS swap and no more than 2piece for mdt swaps
MarkovChain
09-19-2011, 10:43 PM
Considering I was tping and wsing in mdt I'd say there is room for crap gear.
you dont understand my point, i dont say average mnk cant do enough dmg, i say taht he take too much and die (no mdt etc)
Gokku
09-20-2011, 02:18 AM
hiko i just stopped arguing with pchan , yes any monk in decent gear with decent macros / sets and a whm should be able to clear the ksnm99% of the time. but "decent" is now only idk 10% of carbys sever monks 3% being good and 1% being great. the rest are pink wearing monks who dont have ascetics no idea how to make a asuran fists set and couldn't be asses to gear swap out of that brewed twilight belt and uncapped haste gear.
i have VERY low low faith in monks on carbuncle sever , case in point let some random monk who wanted monk af2 legs from sandy join us on the run , hes ranting about having 1900 hp as a taru with his tp gear (af2 head hp rings / back etc) i had to say nothing because i wanted to just delevel him to 1 and tell him to never play it again.
Final note, EVERY serious monk in my ls has a black belt and has one either before hitting 90 or within 2 weeks of hitting 90. Im known to have 0 tolerance for poor gear on monk in my ls and hold my own members to a much higher standard then pug people.
MarkovChain
09-20-2011, 04:04 AM
Lol at gokku eltism after his pathetic trials at behemoths. Stop giving lessons ty.
Rearden
09-26-2011, 02:21 PM
Hey guys, I heard there was some inane comments being thrown out in this thread and then I looked and it was you know who.
Dfoley
10-03-2011, 11:02 AM
Back on topic.... I just did behemoth (complete joke of a fight) and am getting ready to do a few wyrm for my beard.
For the ks99:
I see the "pull to the side, and chain cast stun" to prevent it from getting back to the center and taking off. How reliable is this method. Can a mnk + blu burn it from 75 to 25 during the chain stun?
I dont particularly want to find 2 blm and my party consists of whm x2 mnk bard blue. One of the whm can go to red/blm for stun if that option is reliable.
I burned the behemoth down in less then 5 minutes averagign 3-4k VS and both healers were at >50% mp at time of death.
Monchat
10-03-2011, 05:06 PM
If I remember, victory smite > victory smite > light SC takes 40% of its HP so yeah. So do a big skill chain then hundred fist, should work. Id suggest one more DD just in case, or one more healer.
Edit: Well now that RDM has access to thunder IV, straight tanking in the center and chainspell thunder IV @70% after a light SC might be infinately better method lol ( it full resists every non thunder spell).
Koren
10-04-2011, 01:41 AM
Incidentally, did the KSNM99 Wyrm fight and BLU is definitely a monster at 95. The 76+ physical spells can hit the Wyrm while it flies (Disseverment couldn't hit but Goblin Rush could.) The new Headbutt 2.0, Sudden Lunge, can stun for about 5-7 seconds, at least longer than the recast of the spell (had 20% haste gear and Animating Wail.) Had more of an issue casting Sudden Lunge again out of instinct before the stun wore off. Don't need a RDM to waste Chainspell on Stun when BLU can stunlock the mob fine on its own. Use Chainspell to kill faster.
FrankReynolds
10-05-2011, 04:03 AM
I'm curious about the Turtle KSNM. The other ones are pretty easy, but is BLM army the only way to do the turtle? trying to get a bunch of BLMs to do it is a pain.
Gokku
10-05-2011, 04:14 AM
by army you need like... 2 and a sam with a soboro add in a healer for the sam and your fine
Gokku
10-05-2011, 04:15 AM
oh a sam/drg btw because it makes SC"S out the ass
FrankReynolds
10-05-2011, 04:40 AM
So like 5 people can do it reliably? Just Sc and nuke it out the shell?
Greatguardian
10-05-2011, 04:56 AM
Yes. But don't forget to have the healer re-silence the turtle when it goes into its shell, and have the mages bring echos. Abyssea and Catholicons have turned a lot of mages into retards who forget that those meds exist, and Silecenga can really ruin a night (and can still be really annoying if it interrupts a MB cast).
Dfoley
10-05-2011, 06:56 AM
wyrm ksnm 99 fight run down
barfire/fire carol 2 (with +2 instrument) breath did 0-59 dmg
1 ws does about 5-7% hp ( i went war/sam)
Brother came blue mage, and sudden lundge wasnt able to keep him grounded but... blu did solo it from 68 to 33 using goblin rush, cannon ball, delta thrust, quadratic continuum, and benethic typhoon.
2 whm 1 bard 1 war 1 blu = complete over kill, could easily drop 1 whm, and potentially the war and just have blue/bard/whm.
Dfoley
10-05-2011, 07:01 AM
if anyone can recomend a strat for
toon 1: war mnk
toon 2: blu sam
toon 3: brd thf
+2 whm.
With how easy the other 2 were, its got me tempted...
Is a Skill chain the only way to pull him out of the shell? what about formless strikes + max haste?
Gokku
10-05-2011, 08:59 AM
with only those jobs , if the blue is pimped out enough for it
war/sam
Blu/blm?
brd/blm?
whm x2
have the brd blu and 2 whms also sub blm and mb small nukes it would be close on time but the war / blue would need to sc
Monchat
10-05-2011, 04:19 PM
For the turtle one mnk/war ( or /Nin) is more than enough for the no regen phase. Idk if one 1BLU is enough to break regen, but 2 nukers should be. MNK BLU BLM should kill NP.
Alderin
10-06-2011, 02:14 AM
Myself (and the the Monks of the LS) were lucky when HNM's became force popped - every fool in the LS that didn't have Monk wanted to go kill a HNM! So we ended up having an overkill of players willing to come along. Will run over a few of the strategies we used.
Behemoth-
Was far too easy. Had a single party of RDM, WHM, SCH, BLM, BLM.
- RDM opened with Elemental Seal > Gravity, BLM's & SCH ES> Nuke.
- Ran to max range, RDM used /assist <t> (meaning he would find out who was getting meteor casted on them) - that player ran out of range while the others nuked.
- Wash & Repeat.
- 1% left, everyone else run away, then the poor soul who is willing to sacrifice themselves eats a meteor.
- Fight over.
Wyrm-
- Had a much larger group for this. Will list our PT's from what I can remember.
PT1- WHM, RDM, BRD, NIN, SAM... and something else
PT2- BLM, BLM, BLM, BLM, BRD, RDM.
- NIN goes in solo with Fire resist- gear, BRD keeps carols up, RDM keeps WHM refreshed. (Make sure no one is standing on the little ledge when NIN runs in otherwise they will die. So everyone else stay back)
- On ground - DD's zerg. BRD's keep carols up.
- In air - BLM's nuke. BRD (in mage pt) keeps ballads up - RDM keeps refresh up.
LASTLY - everyone stands on his feet.
Turtle-
- Similar setup to last but add another SAM to DD PT. Get rid of the NIN if you want.
- A lot of people recommend relying on the SAM to solo-skillchain & tank - however if you have it at your disposal a 2nd SAM is better - let them chain with each other. Means you aren't relying on JA timers.
- Basically magic-burst kills. Time your nukes, don't stuff up skillchains and this fight is a joke.
Can do these fights with much less then what I mentioned above. Just stating what we had at our disposal.
Alderin
10-06-2011, 02:18 AM
with only those jobs , if the blue is pimped out enough for it
war/sam
Blu/blm?
brd/blm?
whm x2
have the brd blu and 2 whms also sub blm and mb small nukes it would be close on time but the war / blue would need to sc
Just a quick one - and I note your "?" after each - I believe Ele magic skill will be far too weak on /BLM to do much to him (let alone the super low-tier spells you will be able to use). The BLU is probably better off MB'ing with BLU magic spells.
As for BLU sub - /RDM is also a little more ideal.
Tough setup to do it with I can imagine though.
Gokku
10-06-2011, 03:15 AM
yea thats why i put ?'s wasnt sure what spells you get /blm now or if /rdm gives more mab to blu * i am a shitty blm just have decent gear*
Monchat
10-06-2011, 04:55 PM
Myself (and the the Monks of the LS) were lucky when HNM's became force popped - every fool in the LS that didn't have Monk wanted to go kill a HNM! So we ended up having an overkill of players willing to come along. Will run over a few of the strategies we used.
Behemoth-
Was far too easy. Had a single party of RDM, WHM, SCH, BLM, BLM.
- RDM opened with Elemental Seal > Gravity, BLM's & SCH ES> Nuke.
- Ran to max range, RDM used /assist <t> (meaning he would find out who was getting meteor casted on them) - that player ran out of range while the others nuked.
- Wash & Repeat.
- 1% left, everyone else run away, then the poor soul who is willing to sacrifice themselves eats a meteor.
- Fight over.
Wyrm-
- Had a much larger group for this. Will list our PT's from what I can remember.
PT1- WHM, RDM, BRD, NIN, SAM... and something else
PT2- BLM, BLM, BLM, BLM, BRD, RDM.
- NIN goes in solo with Fire resist- gear, BRD keeps carols up, RDM keeps WHM refreshed. (Make sure no one is standing on the little ledge when NIN runs in otherwise they will die. So everyone else stay back)
- On ground - DD's zerg. BRD's keep carols up.
- In air - BLM's nuke. BRD (in mage pt) keeps ballads up - RDM keeps refresh up.
LASTLY - everyone stands on his feet.
Turtle-
- Similar setup to last but add another SAM to DD PT. Get rid of the NIN if you want.
- A lot of people recommend relying on the SAM to solo-skillchain & tank - however if you have it at your disposal a 2nd SAM is better - let them chain with each other. Means you aren't relying on JA timers.
- Basically magic-burst kills. Time your nukes, don't stuff up skillchains and this fight is a joke.
Can do these fights with much less then what I mentioned above. Just stating what we had at our disposal.
Nothing against you, but people are trying to figure out low man strategies. Throwing bodies at a mob was never a good strategy, especially when the mobs aren't hard, they just have a gimmick you need to deal with ( meteor, flying, regen).
So far DD+healer for the behemoth is overkill, probably is soloable, DD BLU healer works for wyrm, and I really want someone to try if DD BLM BLU or DD BLM BLM works for turtle ( or DD RDM RDM I guess).
Dfoley
10-06-2011, 08:59 PM
Did the turtle 5 times last night and uh...
DD BLM BLU might work
DD BLM BLM wont work
To elaborate. We had 2 sam (for skill chain) rdm (to keep it silenced) and 5 blm + me (bump on a log sense my war was putting it back in the shell too quickly).
Each burst did about 25% dmg
4x burst total to kill
With the low man setup, you could definitely pull off the SC -> burst, but would have to do it ~20 times and the BLM will have agro and die by then guaranteed.
I would think minimum would be:
DD RDM BLM BLM BLM BRD and do it ~6 skill chains.
Compared to wyrm/behemoth, this guy was the true land king lol.
Greatguardian
10-06-2011, 11:03 PM
Did the turtle 5 times last night and uh...
DD BLM BLU might work
DD BLM BLM wont work
To elaborate. We had 2 sam (for skill chain) rdm (to keep it silenced) and 5 blm + me (bump on a log sense my war was putting it back in the shell too quickly).
Each burst did about 25% dmg
4x burst total to kill
With the low man setup, you could definitely pull off the SC -> burst, but would have to do it ~20 times and the BLM will have agro and die by then guaranteed.
I would think minimum would be:
DD RDM BLM BLM BLM BRD and do it ~6 skill chains.
Compared to wyrm/behemoth, this guy was the true land king lol.
I had no problems killing it on Cor+Blm+Blm with Wildfire self-SCs + MB. It only screwed us in our last fight when one of the Blms didn't realize they ran out of echos and got silenced mid-MB a couple times.
Nothing should ever, ever get killed by turtle. Just run? It's not even resistant to gravity or silence =/ and it's a turtle.
Dfoley
10-06-2011, 11:48 PM
The fight isnt hard in the sense you worry about dieing. Its hard in the sense that the fewer mages you have, the more times you have to magic burst. We had 1 whm for 9 people, it wasn't about keeping people alive, it was having the MP to burst, and building enough tp before he goes in the shell. (we alternated sam for the first 2 skill chains, and the second 2 they just went off each other.)
Yes you can do it the way you mentioned, with 10+ ethers per fight and 25 minute fights + lack of a dedicated healer (even a rdm is sufficent, dont need cure v for anything here), it just isnt nearlly as easy or efficent if your going to be doing 5+ runs a person for the egg.
Our fights were 2-3 minutes, required a convert, and aside from the turtle getting in a silencega before he could be silenced on one attempt went flawlessly.
On a side note, sense i never see corsairs aside from brewing empy mobs in abyssea...how do you build tp to self skill chain? Especially with no healer... I am not trying to be rude, I just dont group with corsair so I really dont know. I would really love to see a video of that if possible.
Greatguardian
10-07-2011, 06:43 AM
COR/SAM can pull off multiple skillchains fairly easily. Every Sekkanoki is obviously an easy skillchain. Tactician's Roll allows you to gain TP without worrying about actually shooting the monster (it's 5 TP/tick and there is ZERO reason for a half-decent Corsair to have anything but XI rolls on Tact+Wizard's 24/7), though you can always quickdraw for more TP between SCs if you want, too.
In addition to Sekka, going Activate Meditate > Wildfire (fire this before first med tick) > Quick Draw > Quick Draw > Wildfire with Tactician's Roll up is a solid Skillchain as well. I always landed it with time to spare. I recommend Ice Shot over Fire, though, to boost MB damage, since Wildfire damage was generally shit (400-600 range).
We also didn't really have MP issues =/ I stopped bothering with Evoker's Roll about halfway through our orbs. We just had whoever didn't have hate rest in the middle while the NM was out of its shell. Never used ethers either. Doing it with a Blm army is going to be more efficient, if you have the people for it. I'm just working under the assumption that most people don't, and noting that it can be done with fewer if need be.
Dfoley
10-07-2011, 09:52 AM
Thing is sekkanoki i get, you can start with 200 tp -> sekkanoki wild fire ->wild fire
5tp regain + 1 quick draw -> ws -> meditate -> quick draw -> ws2
Then what ? you cant gain tp fast enough with quick draw and 5 tp regain alone to sustain self skill chains...do you just kite it for 2 minutes waiting on the recast timers?
Greatguardian
10-07-2011, 11:05 AM
Thing is sekkanoki i get, you can start with 200 tp -> sekkanoki wild fire ->wild fire
5tp regain + 1 quick draw -> ws -> meditate -> quick draw -> ws2
Then what ? you cant gain tp fast enough with quick draw and 5 tp regain alone to sustain self skill chains...do you just kite it for 2 minutes waiting on the recast timers?
Pretty much. It's not the most efficient method, but it's easy and doesn't require a lot of people. The issue wasn't whether or not it was best with 3, but whether or not it was doable with 3.
FrankReynolds
10-11-2011, 10:19 PM
Just did the turtle KS99 4 runs this weekend with a group of JP players. We went with:
PAL/NIN
WHM
RED/???
BLM/RED X 2
The paladin had a sword and a K-Club. He would spam Atonement to do damage while Mages rested MP. If the Mages were low on MP and in between converts, he would just kite a few seconds before beginning damage again so that it didn't go into the shell too fast. When it went into the shell, Mages would all nuke with Ice spells. A couple times, the Paladin got hit with nasty spells / moves and died (he was curing himself to keep hate, and kept telling Mages not to cure him). When he died, whichever Mage that had hate would just kite it until he was rested and begin again. It took about 10 minutes per run on the smooth runs. It took about 15-20 for the ones where we had to kite it. It took 2-3 heavy nukes from 2 BLM and a Re Mage to bring it out of its shell each time.
Patters
12-23-2011, 01:49 PM
KS99 Turtle Rundown:
2-3 GOOD BLM WITH CAPPED OR NEAR CAP ELEMENTAL SKILL (This is most important!!!!!!) and decent gear that KNOW HOW to magic burst.
1-2 Samurai.
1 White Mage
1 RDM Optional
1.)BLM need to TIME NUKE at the very start before engage. Open with Blizzard V. During this, the SAM(s) Are Preparing for the first skillchain.
2.)This nuke Will Most definitely send the turtle into it's shell. SAM(s) Need to Create an Ice or Dark Skillchain.
It can be attained By Tachi: Enpi x2 for Ice or Rana To Gekko (or vice versa it doesn't matter, the damage isnt coming from the WS's) As soon as that skillchain has started the Black Mages need to Magic burst that with Blizzard 4, or Blizzaja, or whatever their highest damage ice spell would be available at that time. This will Knock it outside of its shell. If it doesn't, continue Nuking until it is out.
3.)Gravity/Bind said Turtle and silence it. Depending on the state that your party is in, You can decide to rest for MP and build tp (not on the turtle please, Meditate, or if Meditate is down you can hit the turtle a Little but watch your damage.) while its sitting there, he isn't hard to avoid when bind breaks.
Repeat Step 1-3 and enjoy your Adamantoise egg.
KS99 Turtle Rundown:
2-3 GOOD BLM WITH CAPPED OR NEAR CAP ELEMENTAL SKILL (This is most important!!!!!!) and decent gear that KNOW HOW to magic burst.
1-2 Samurai.
1 White Mage
1 RDM Optional
1.)BLM need to TIME NUKE at the very start before engage. Open with Blizzard V. During this, the SAM(s) Are Preparing for the first skillchain.
2.)This nuke Will Most definitely send the turtle into it's shell. SAM(s) Need to Create an Ice or Dark Skillchain.
It can be attained By Tachi: Enpi x2 for Ice or Rana To Gekko (or vice versa it doesn't matter, the damage isnt coming from the WS's) As soon as that skillchain has started the Black Mages need to Magic burst that with Blizzard 4, or Blizzaja, or whatever their highest damage ice spell would be available at that time. This will Knock it outside of its shell. If it doesn't, continue Nuking until it is out.
3.)Gravity/Bind said Turtle and silence it. Depending on the state that your party is in, You can decide to rest for MP and build tp (not on the turtle please, Meditate, or if Meditate is down you can hit the turtle a Little but watch your damage.) while its sitting there, he isn't hard to avoid when bind breaks.
Repeat Step 1-3 and enjoy your Adamantoise egg.
nope, enjoy your 20k of synth mat !
Dfoley
12-28-2011, 06:14 AM
Being as i did turtle 14 times before an egg droped I will say that Hiko's is closer.
Logs for all!
Peldin
02-07-2012, 04:52 AM
I found that the ksnm behemoth fight was a joke. I duo'd this with my whm friend. I was wearing full AF3+2, Verethragna (85), Twilight Torque, Twilight Belt, Brutal Earring, Tantra Earring, Epona's Ring, and Raja's Ring.
We didn't get a tongue though after 3 kills but we did get a savory shank from 1 of our 3 spawned behemoth kills.
We killed King Behemoth with our one savory shank (he was just as easy as the KSNM) and he dropped the tongue! WOOHOO!
For "Early Bird Catches the Wyrm" we had MNK/WAR, WHM/SCH, BLM/RDM, BLU/SMN, WAR/DNC. We just made sure we never got spike flailed and the fight was very easy. BLU stunned it for like 10-15 seconds before it could go up in the air which gave us a good amount of damage time. BLM is fairly well geared and he and the BLU were able to bring it down quickly enough. WHM said he didn't really struggle to keep us up. I think he had to aoe heal us once or twice. Anyway, we went 0-7 on the wyrm beard before we finally got it on the 8th try.
Peldin
02-08-2012, 04:48 PM
BTW just as a side note, it only took me 2 runs through Giddeus to get enough fame to get to rank 6 with Tenshodo (76 necklaces each run).
Draylo
02-08-2012, 05:44 PM
Both Behemoth and Wyrm KS99 are soloable now by BLU,
Can look it up on youtube.
Monchat
07-05-2012, 07:21 AM
A small update for those looking for BB items, i tried new strategies recently for 2 mules:
-Behemoth: same as @ lv 90 cap, very easy mnk+ whm duo, just get some magic damage reduction gear. Meteor does ~900, and the final one does 1500, so it cannot kill a mnk.
-Wyrm: chainspell thunder 4 owns it during the flying session (66%->33%). MNK + SCH should now be able to deal with this fight with klaustra too.
-adamantoise naked SCH's klaustra owns it. easy MNK+SCH duo. its HP literally drops at light speed.
Babekeke
07-06-2012, 03:50 AM
-adamantoise naked SCH's klaustra owns it. easy MNK+SCH duo. its HP literally drops at light speed.
so, could SCH solo it, if geared?
Monchat
07-07-2012, 10:27 PM
there were solo video of SCH before klaustra on youtube. but with klaustra solo should be cake.