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  1. #1
    Player Kajikuro's Avatar
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    Aug 2011
    Location
    Bastok. Past, Present, Future
    Posts
    22
    Character
    Kajikuro
    World
    Shiva
    Main Class
    DRK Lv 99

    Black Belt KSNM99 fights Help me out!

    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.
    (0)

  2. #2
    Player Gokku's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    481
    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.
    (0)

  3. #3
    Player Monchat's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    471
    Character
    Mdkuser
    World
    Quetzalcoatl
    Main Class
    MNK Lv 99
    Quote Originally Posted by Kajikuro View Post
    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.
    (0)

  4. #4
    Player Gokku's Avatar
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    Mar 2011
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    Bastok
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    481
    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.
    (0)

  5. #5
    Player Monchat's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    471
    Character
    Mdkuser
    World
    Quetzalcoatl
    Main Class
    MNK Lv 99
    Quote Originally Posted by Gokku View Post
    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.
    (0)

  6. #6
    Player Lynchilles's Avatar
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    Mar 2011
    Posts
    80
    Character
    Lynchilles
    World
    Cerberus
    Main Class
    MNK Lv 99
    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.

    -----------------------------------------------------------------------------------------------

    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.

    ----------------------------------------------------------------------------

    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.
    (0)

  7. #7
    Player Greatguardian's Avatar
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    Mar 2011
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    3,238
    Quote Originally Posted by Monchat View Post
    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.
    (2)

  8. #8
    Player hiko's Avatar
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    Mar 2011
    Posts
    774
    Character
    Meuporg
    World
    Ragnarok
    Main Class
    BST Lv 99
    tried behe with sc/mb once, stuns was a bigger pain than meteor
    spent more time stuned than not
    (0)

  9. #9
    Player Monchat's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    471
    Character
    Mdkuser
    World
    Quetzalcoatl
    Main Class
    MNK Lv 99
    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.
    (0)

  10. #10
    Player Gokku's Avatar
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    Mar 2011
    Location
    Bastok
    Posts
    481
    /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
    (0)

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