Well, we got the same 3 chests everyone else has gotten on our 1st morbol attempt and kill. So we will obviously work on speed run next. Your statement is just ignorant
Who wouldn't work on speed run if they had the first 3 chests under their belt?
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How about you go back to proper tone of respect? Nobody was attacking you, though you chime back as if someone did. Just chill out. Daeva did Speed Runs on everything so far (DH SR5C, Ifrit, Moogle) and they will do Aurum Vale and Cutter'y Cry as well, so what's your point? He wasn't talking about strategies for SR5C...he was talking about being able to kill the boss in general.
Well theres some things you can do to optimize.
Morbol fight for instance doesn't like BLM's that much. Slugs that spawn are heavily resistant to magic damage and sleep so if you don't take care of them one way or another they'll start silencing you good. That was our largest problems since we went very heavy BLM, and won the very first attempt we changed to more melee centric damage classes in a breeze.
Full ARC/BRD dps on the fight is also.... slowish. They are great for taking care of Roses and Slugs but their overall damage is lower than MNK (on that particular fight by a lot) and DRG now. Its very safe win however if you aren't going for a speed run.
So to increase the kill time from say 3-4 regen phases down to 2 regen phases you might want to go with a set up closer to 2 MNK, 1 DRG or BLM, 2 BRD/ARC and leave the MNKs and BLM on the Morbol while the others clean up adds. MNK w/ FoF is amazing on Morbol doing 120 a fist, which with ARC doing ~175 that's twice the damage on basic hits alone (1200-1300 howling fists, 800ish DK's, most other WS 400-500 range :: When I noticed besides for QN a lot of the ARC WS's peaked at 400).
Though since Slug are resistant to fire you need to deactivate FoF when killing (if needed) but I think that set up could get Morbol to 35% before he ran for first pool, ~10% on 2nd pool and death shortly after.
Coincollector for instance can also be sped up by abusing stun's. 100-ton swing -> fall, stun at end of fall is a good 15s of free dps time without worrying about what WS he will use next. Though honestly he's pretty quick to begin with, you just can't fail at dodging the swing is the big thing.
Like Carraway said its going to be much more unforgiving than DH was for the 5 chest run so squeezing every few seconds out and having quick and reliable kill strategies will come up big. Since I doubt you'll use vines at all for AV speed run/ 5 chest even missing a heal in the poison at the start can cause you to stop and restart because that poison will kill you if you don't pay attention.
my point is only that carraway was talking about optimization of strats in the context of speed runs. for your LS member to follow that up by specifically referencing carraway's post with "nope, not necessary"- it comes off very strongly as your LS member suggesting either you guys don't care about speed runs *or* speed runs will be so easy that you can just faceroll through it with any old strat.
my response simply served to agree with him in the case of the former, or sarcastically point out the (theoretical) folly of his statement in the case of the latter. then mog couldn't keep it in his pants, so i lost my "proper tone of respect". dig?
now perhaps we can get back on topic
good shtuff.
Why umad?
I sense some hostility where there needs to be none.
I just said the fight was easy. Then you go gettin' all up in mah grill.
Relax son.
if myriam webster pulled a fast one on me last night and switched the definitions of "sardonic" and "mad" then i suppose my comment was indeed full of mads.
Glad we are on the same page now.
Back to raidin'
cheers! =)
Any good Drops? ^^
Do all the Darklight Pieces come from one dungeon? or both?
Meanwhile, in the world of Xoo...
/Walks into the thread and leaves a scroll of Utsusemi.
/Farts.
/Strolls back out.
4 chimera down, no darklight drop, probably from 4th and 5th chest, wich we still trying to figure it out how to pop them.
but so far we got earrings with :
enmity +10
Healing potency +5
And some others stuff like the weapon with att+40 acc-20.
Why can't SE decide a hard battle by the needing of using most melee in battle? whenever it come down to boss, you just gonna use 1 tank, and 7 range all the time. (even though there are just 3 rangeclasses, but 4 melee classes in game)
People were mention there when Ifrit become all for Blackmage and Moggle become all for Archer that " 1.21 Job will change this.."
it's very rare apparently.
http://i40.tinypic.com/1zm011w.png
Glad to join the party. We refused to watch videos and figured it out ourselves. Speed run very much possible. We will post our video shortly. Should help people on speed runs :D
Sorry, didnt saw the thread topic ><. Cutter's Cry down, not Vale yet :)
I can add that job balance seems great for 1.21, at a glance. Each job has its own pros and cons that justify its place in a party -- min/maxing at this early point will probably result in different compositions for most LSs due to individual player proficiency.
Well, because the picture just shown all the range attack, just as the second one mention, people fear that it will always come down to just distant attack method all the time in this game.
People can be dumb if they want to, we've said time and time again that the only reason we usually have a lot of ranged in our party is because those are the mains of the people who run the instances. Tons of other LSs have said that melee such as monk, and obv. casters like blm are better and if we had a ton of those that's what we would have brought.
Our strategy seems super easy mode. We are trying for speed run right now o.O :D
On Chimera my war does a lot less physical damage than nukes. Haven't tried Aurum Vale yet but was kind of expecting the opposite effect there;
Thats because Chim has the same armor as Ifrit. Heavily resistant to Melee and BRD. BLM owns on Chim.
Coincounter and Mistress have regularish armor, and Mistress is weak to fire.
Princess/Marshall have regularish armor; Chimera has super-high armor (Ifrit-level as mentioned above by Rich).
There's a good amount of variance in terms of dangerous AoEs and the types of ranges they hit. Some are PBAoE, some are short-range, some are mid-range, some are long-range.
So, in my opinion, and just based on initial impressions of course, the designers handled balance fairly well this patch in terms of both job design and fight design. Even if X job is better than Y job on Z fight, that is nowhere near a universality.
MNK is similar on Chimera also, AA alone keeps in the red mostly due to WAR tank unable to produce the damage output it needs. I think Fists of Fire hits it for 45 range and that's just enough for WAR to have to struggle to hold off even after Collusioning a Howling Fist.
I guess you can break Chimera's tail so it never does poison sting. Maim is only WS thats supposed to Incap tail now according to lodestone, but LS member went with JP PUG and a MNK was able to break it so might just be XXX damage from rear breaks. Anyways once the tail breaks in P1 you can do alternate strategy of everyone just clumping on its butt (avoid Voice of the Dragon AE that nearly 1 shots everyone that way too).
As Carraway says though, no single job "trumps" all others on these fights in this patch. They all have adds (Ranged damage, and AoE potential) many ranged, and close range AE's, 180's etc so every job has a place in the fights now you just have to assess what your group can handle or how you want to deal with it. I think this patch has more balance in it than many MMO's ever achieve. Maybe SE can continue forward like this but we can only wait and see.
http://www.bluegarterls.com/
I don't necessarily have anything against them, but when I read this name as well as Bluegartr, it all becomes clear lol.