Old static was DRK, DRK, THF, SAM, SCH, SCH, I think. New one is DRK, WAR, SAM, BLU, SCH, SCH.
Old static was DRK, DRK, THF, SAM, SCH, SCH, I think. New one is DRK, WAR, SAM, BLU, SCH, SCH.
NNI is 80/20 for luck / skill. The only "skill" involved is the harsh learning (or relearning) period where you get comfortable with communication and boss / floor types. After that there is absolutely nothing skill will do for you anymore, its down to pure jumps, floor layout and objectives. 5 order lamps will kill your run dead unless your using secret ninja techniques. WS restriction on a boss floor or any floor other then lamps can kill your run. And there is nothing you can do about either of those.
Doing damage is for WAR's, DRK is about soloing 75 content yo.....Originally Posted by Raelix
Best set up is 4 2hand DD with 99 relics(Not DRG), or Emp/Mythic, and 2 SCH.
I'm breaking with my policy of not replying to blatant trolls. Seeing as this post wasn't a troll attempt then it's fair to reply.
What you said it horribly wrong, damage isn't nearly as big an issue as people make it out to be. It's communication and quick decision making skills that will win you (or secret ninja techniques) the run.
Our setup originally was
Rag DRK (me)
Rag DRK
Ukon WAR
DRG (level 99 AH lance)
SCH (good gear, not 500 enhancing though)
SCH (not that great gear, sat at the runic lamp to go up)
And we would struggle, not from lack of damage but from the stupid stuff SE would throw at you. Running around floors looking for lamps or singleing out the the monsters on special family floors gets you tons of adds that leech time, or with a random NM or two can actually kill your DD's. So we reformulated our strategy a bit, now our group is
Rag DRK
Almace BLU/WAR (me)
DRG (same as earlier)
Ukkon WAR
SCH
SCH
And our runs suddenly got much smoother. Myself having access to a good sang blade build along with my CDC set, physical spells and the occasional dream flower (pesky adds) actually sped up our event and raised our clear rate. BLU spells are not subject to WS restriction and having multiple sources of damage is a god send for flan, jelly and NM floors.
NNI is not a zerg event, throwing more damage will not get you more wins. Most of the monsters are trash EP-DC's, not IT+ juggernauts. Even the floor 80/100 boss's die ridiculously fast. Now don't bring a party of gimps or weak players, if they aren't at an above average gear level then their not going to be contributing much. You can't carry people through NNI, but you don't need relic DRG/WAR/SAM x 4 onry!! to win either. The only jobs I would think are absolutely restricted are PUP, SMN and the various support mages (sorry this event is SCH x 2 or bust, embrava is absolutely required). Otherwise SAM/WAR/NIN/BLU/DRG/NIN/DRK should all work ... and possibly a well geared BST who isn't pissing around. Obviously they can't be pink NIN's or pearl BST's, need better then average gear but otherwise they'll be fine. Thought at least two purely heavy DD at a minimum.
Communication and coordination is worth more then any amount of gear, calling out the location of lamps and having people rapidly move to them, being able to quickly MGS your way past mobs to get to a lamp in the back corner, or to get to a specified family monster (while avoiding unnecessary time sinks) is essential. You'll spend more time moving around then you do fighting.
Last edited by saevel; 07-11-2012 at 07:52 PM.
Doing damage is for WAR's, DRK is about soloing 75 content yo.....Originally Posted by Raelix
I see alot of player comes with kikugosaku widowmaker and most ppl dont wana spend gil to buy powder boots they dont have set of temp items and they dont listen most like "dont tell me what to do" type of ppl
You can't downplay the 'skill' involved then say perle/pink dds aren't winning it no matter how hard they try. Having skilled and well geared players is going to raise your chances of winning due to clearing kill all/specified floors faster. It simply doesn't help with lamps/pathos.
Last edited by Neisan_Quetz; 07-11-2012 at 11:33 PM.
You made the classic mistake of confusing "skill" with "gear". An idiot with an augmented HQ Adaberk and a 99 Rag is still an idiot and will cause you to fail. You also made both straw-man and false dichotomy fallacies. Stop trolling for confrontation.
I never said there wasn't "any" skill, only that there isn't much skill once your past the initial learning curve. Once you get moving through floors down it's all luck. Moving through floors isn't hard, its just learning which NM is which and how to rapidly scan through mobs to determine the specified enemy / leader / family. Learning how to quickly move through rooms and identify lamps and call them out. Of course lamps in general suck, an 5-lamp order floor will pretty much instantly sink your 100 run (without ninja techniques).
I also said that you don't need extreme damage, aka 4 super relic DD's. The four melee's you do bring must be well geared as there is a damage threshold you must meet. Going beyond that won't help you much as your bottleneck becomes movement and not damage. See my above example, going from a Rag DRK to a Almace BLU is a step down in raw damage power. The additional utility and multiple damage types gained by doing that was worth more then the loss in raw damage. Bringing along a DRG is less pure damage then another DRK / WAR / MNK, yet it also brings a damage type that neither DRK nor WAR tend to have, piercing. Your single biggest damage block will be the multitude of flans and jelly's you end up having to fight. Those are the mobs that will slow your DRK's, MNKs and WAR's down but a DRG (or any piercing melee) tears them apart. Thus right when your two heaviest DD's lose their offensive edge, your lessor DD suddenly gains it which results in faster kills. Of course the damage increase from a 5/5 Angon with augmented relic +2 isn't to be trifled with on the NMs. That evil PDT flan everyone hates, our WAR chunks a 5/5 hawk with augmented +2 relic right as we engage, it dies within 10 ~ 15 seconds (depending on our TP).
Its those things that people need to learn to do. Adjust your tactics based on whatever F8cked up sh!t that SE throws at you.
Doing damage is for WAR's, DRK is about soloing 75 content yo.....Originally Posted by Raelix
No, I didn't really. Knowing how to gear oneself is apart of skill. It doesn't matter how much you believe in happiness and rainbows, you still acknowledge subpar dds are not clearing nyzul at all.
How is finishing the objective faster not helping... There is movespeed gear/powder boots/sprinter's for increased speed and many strats tend to leave a sch at rune or have one person with movespeed+powder on the ready anyway.
Drg still won't be very useful or desired for Nyzul, nor will Nin. Sam can bring piercing if you're that adamant about bringing it.
Both mnk and war can bypass the damage resistance of slimes.
EDIT: Please post this list of common monsters in nyzul weak to piercing that won't be felled in a matter of seconds from slashing damage. There isn't anything particularly special about piercing that warrants having to bring it.
Last edited by Neisan_Quetz; 07-12-2012 at 03:30 AM.
I think Pup can contribute about the same as a mnk lol. Don't go draggin them down haha. Pup destroy fodder mobs alot faster than mnk. I use both with all the best gear except thaumas, and pup destroys.
#1: Create a option to automatically go "up ??? after an objective is completed" that we can "turn off/on", then we can turn off when we're so close to a Boss floor. then this will become "the time" wherein we'll need to go back to Rune to active it. (Sprinter's drink)
#2: Remove order/same time lamps and their horrid 30sec cooldown.
#3: wake up Square Enix; we all (Company + players) need more players. Neo Nyzul is the kind of event that will make people take a break to wait for new gears. /waitforseekersofadoulin type of thing.
This is my input, we really need to do with 6 ppl and not with 5![]()
Last edited by Waldrich; 07-13-2012 at 01:52 PM.
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