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Thread: My Hamlet Strat

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    Player Shosasosa's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    460
    Character
    Shosa Sosa
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50

    My Hamlet Strat

    NOTE THIS THREAD HAS BEEN UPDATED TO REFLECT AN UPDATED STRATEGY THAT WE NOW USE IN OUR SHELL, THE ORIGINAL POST WAS MADE INTERNALLY ABOUT A MONTH AGO ON OUR SITE BUT I DECIDED TO POST IT ON HERE TO ALLOW OTHER PEOPLE I GO WITH TO SEE THE STRAT WE USE AND TO LET OTHER PEOPLE GET HELP WITH HAMLETS IN GENERAL. HOWEVER I AM NOW BEING ACCUSED TO "STEALING THIS STRATEGY" (is that possible?) FROM ANOTHER LS THAT I RAN WITH A COUPLE TIMES. I GUESS THIS WAS SUPPOSED TO BE A BIG SECRET THAT ONLY THAT LS KNEW ABOUT AND NOW I LET THE CAT OUT OF THE BAG. SO SORRY VALOUR LINKSHELL ON DURANDAL NOW YOU CANT BE THE ONLY ONES WITH RELIC WEAPONS .....wait that made no sense... how do you steal a strategy?


    This thread is basically going to explain how to get 60k points for each Hamlet and how each point system works. for all intents and purposes you need to get 30,000 points during the battle to get a 60k finish. the multiplier at the end is always 2 for a lvl2 battle. So I'm going to break this down into things that we get automatically when we enter, things we can easily do to achieve, and things that we need to work on doing during the fight.

    Here is an example run and a score breakdown



    Here is an example of a 61700 run we did WITHOUT provisioner.



    THINGS THAT WE GET AUTOMATICALLY:

    Balanced Party Utilized 50
    DoH and DoL Present 500
    Provisioner Present 3000
    Party Members using lvl10 and below weapons 480
    Party Members Using Damaged Weapons 600
    Troops Rallied 100
    Enemies Goaded 100
    Total 4830 (1830)
    Remaining 25170(28170) / 30000

    these things should be done as prep work for the fight. having each a DoM and DoW and DoL and DoH give us the 50 initial while the party setup using 2 DoL and 3 DoH give the other 2 bonuses. if all members except the WAR or PLD use a damaged lvl 1 weapon we can boost the bonus a little more than how i had it stated. in the instance im referring to we used only 6 damaged low level weapons. you get 60 points per low level weapon and 100 per damaged weapon. Best way to damage a weapon is set Home Point and renevant's toll and run into the lvl90 piestes that are out there 10 times.

    The final two bonus come from using a positive emote at the beginning of the battle (/rally) and laughing at the NM at any time after he appears (/laugh). only one person has to do this not everyone in the party.
    Using a Provisioner is not REQUIRED to get 60k points but it makes it a lot easier.

    THINGS THAT SHOULD BE DONE EVERY TIME

    Beastmen Soldiers Dispatched 280
    Beastmen Casters Dispatched 210
    Total Beastmen Dispatched 490
    All Melee Units Dispatched 1000
    All Magic Units Dispatched 1000
    No Beastmen Survivors 2000
    Rank 2 Leader Slain 3000
    Stray Fauna Slain 1500
    Beast of Burdon Slain 1500
    Errant Soul Slain 5000
    All Non-Beastmen Enemies Slain 1000
    Militia Survivors 10 1000
    No Militia Casualties 1500
    Front Line Unbreached 1500
    2nd Line Unbreached 500
    3rd Line Unbreached 100
    All Lines of Defense intact 500
    Supply Carts Remaining 4 2000
    All Supply Carts intact 1500
    Times KO'd 0 500
    Total 26080
    Remaining 0 (2090) /30000

    The number of beastmen that show up vary from Hamlet to Hamlet but they are just about all the same. You cant really blame getting 59k on not enough beastmen anyway. all of these should die EVERY TIME. Stray Fauna mob usually pops when the first wave of mobs breaches the gate. it is the WAR/PLD's job to kill it. It's either a cactus(GB) Crab (ALE) or a Monkey (HM). the beast of burden usually appears as the NM appears and shows up usually near the front of the area. 1 if not both WHMs should go and kill it while the tank kites the NM (most the time the PLD/WAR will pull the 2nd mob to the whms and then let them kill it while he kites NM). The Third and FINAL non beastmen is the Zombie Mage which ONLY POPS after ALL other beastmen besides the NM have died AND, all three UNIQUE weaponed mobs have been killed by the ARCHERS. Using HP down when a unique weaponed mob is up can risk having it die to poison so be careful of using Hp down after the initial phase of the fight. Once this mob pop it will only stay out for 10 seconds so knowing where it is and being ready to grab it are very important.

    Now at this point if you have done everything correctly you should have the points you need (or pretty close) to a 60k run. but doing all of the above things relies HEAVILY on the DOH and DOL and how well they do their jobs.

    THINGS THAT NEED TO BE DONE DURING THE BATTLE

    Times warden's justice inflicted (DOH) 24 240
    Instruments of warfare deployed (DOL) 30 300
    All Methods of Wardens Justice used (DoH) 150
    All methods of Disorientation Used (DoL) 150
    All Methods of Justice Applied Simultaneously 100
    All Types of Instruments Deployed Simultaneously 100
    Times Attack increased 21 (DoH) 630
    Times Defense and Evasion increased 1 (DOH) 30
    Times Regen Granted 1 30
    Times HP Lowered 3 (DOL) 90
    Times Sleep Inflicted 1 (DOL) 30
    Times Enemy Attack Lowered 26 (DOL) 780
    Orders of Enemy Leader Prevented 7 (DOH or DOL) 210
    Total 2840
    Remaining 0(0)

    This section is all about the DoH and DoL but the WHM can help them as well by ESUNA-ing DoH, and trying to get Stoneskin up whenever possible (getting hit with stoneskin on prevents you from dropping your item you are carrying.

    Wardens justice is any buff that DoH gives the NPC's during the fight. Regen only helps the CART NPC's not the Archers but should be used at the beginning for all and simultaneous bonuses and then only used if your carts are getting hammered. For the most part, two DoH are gonna be doing Attack non-stop the entire fight, the 3rd will be doing Defense / Hate reset.

    Hate reset is used once the NM pops and it resets hate on all mobs (except the two that the handing in doh gets from handing in the buff itself) and resets the orders that the NM gives to attack the cart. This part can be important depending on how many mobs you have up when the orders are issued and which cart the mobs go to. IF there's like 10+ mobs up and they decide to attack a nearby cart, you may need to get some extra heals on that cart or it'll fall.

    The DoH doing the reset will usually be able to tell whether or not they are going to be able to finish the next hate reset buff in time to safely reset the orders before the cart may become in danger. If the DoH feel like they will not be able to hand in, asking the DoL to do a Reset is an option. Your DoL should be ready to do this. and it doesn't really effect your Attack down cycle because DoL debuffs usually last longer than DoH so attack down shouldn't be interrupted while they do the reset.

    Every time you hand in an item you WILL pull hate on 1-2 enemies who will then chase you until you lose hate. Hate can be lost in 1 of 3 ways. Kiting the mob(s) through the archers in hope that the damage they do to the mob will get hate off you, or waiting for another Doh or DoL to hand in another item. Someone handing in another buff or debuff doesn't guarantee you that mobs will lose hate on you. sometimes when another one is handed in you may lose one of the 2 chasing you, sometimes you will lose both (rarely) and sometimes you wont lose either one. the faster your teammates are making items the less downtime you will have avoiding angry monsters.
    the final way is by using Hate rest which is explained below

    DoL is in my opinion the most important part of the fight. Keeping Attack down on 90% if not 100% of the time makes the mobs so much easier and makes your WHMs day a lot easier as well. Getting that initial Attack down just as (if not before) the first wave breaches is key. after that keeping it up shouldn't be a problem for 2 DoL to do if they have a little experience in the zone and know where each pot is located.

    Generally DoLs are gonna do an initial attack down followed by a single HP down to thin out the initial wave (no unique mobs in initial wave), and then spam attack down the entire fight. (barring Reset DoH asking for a reset)

    Sleep is the third debuff DoL can use. Sleep is only really effective if you are getting overwhelmed at one point. If there are too many mobs in one point then sleeping the ones who aren't being attacked can help the WHMs cure and buff the NPC back to good health. Sleep does not last as long as attack and hp down and randomly sleeps some of the mobs up so is not a very reliable thing to use.

    The final buff/debuff can be done by both Dol and DoH and that's enmity reset. it resets enmity on all monsters from both the Players and Archers, but the MOST IMPORTANT part of it is that it will reset any Leader order to attack a cart. Not only do you get a bonus for resetting an order, but if you reset EVERY order during the fight there is another bonus of 300 (x2) (not shown in the score above). you can tell if a cart is under attack because it is highlighted with an orange ring. this also will reset the NMs hate so if he gets stuck on archers and is dying too fast, or if he wont leave a cart alone you can have him pulled back to a safe spot.

    Usually the DoH who is spamming Defense for the fight will be in charge of resetting hate once the NM pops. Initially ONLY WHEN ORDERS are made will you make one of these, but once the mobs start to dwindle and defense is not as important he can make the item and wait at the quartermaster for orders to be made and instantly reset them.

    The final thing both doh and dol would want to do is get all 3 buffs/debuffs on at once, this will net you 1000 total extra points, (100 for each doh and dol using all buffs simultaneously, and 150 for just using all 4 from Doh and Dol). We generally do this after the zombie has popped since theres no risk of being hit by anything. for Doh its simple. One DoH stays using attack, and the other 2 DoH communicate to say which one they are gonna make (usually the original defense soh would go back to defense instead of doing a reset, and the other attack doh would do one regen. Hand them at once for your 500 points.

    The Dol can do the same thing but since DoL debuffs last a bit longer its not as difficult for them to achieve with 2 members. they just need to communicate which colors they are getting and make sure that the NM is not too low that the HP down will kill the NM before the zombie can be killed.


    GENERAL BREAKDOWN OF DUTIES:

    PLD/WAR:
    We generally use PLD over war in these fights since PLD can cure himself, buff himself, takes a lot less damage on the NM, has an extra emergency raise, and can use those buffs to help heal archers in an emergency.

    DUTIES:
    Kill First non-beastmen.
    Pull Second non-beastmen to WHMs
    Claim and Kite NM away from archers
    Claim Zombie mage
    Help buff and cure archers if possible.

    WHM:
    Buff and Heal Archers
    Cure Doh and DoL as needed
    Kill 2nd non-beastman
    Make sure PLD doesnt die kiting NM
    Protect carts if hate reset cant be done in a timely manner
    Kill Zombie mage with PLD

    DoL:
    Keep attack down up at all times
    Be ready to do hate reset if DoH needs
    try to get all 3 debuffs up near end for points

    DoH:
    Keep attack up bonus on at all times. (2/3)
    Use defense up in beginning phase to help whms with archers (1/3)
    Reset NM orders when they are called (1/3)
    Try to get all 3 buffs up at once near end of fight

    CONCLUSION AND OTHER NOTES

    If you lose a cart of an archer during the fight you CAN still get 60k points.once everything is dead you can continue to make items with DoH and DoL at 30(x2) points a piece to make up for lost points from mistakes (while the PLD holds the NM in a safe spot and has the whms curing him). Taking the time down to almost nothing does not really hurt your score because the time bonus seems to be about 100 points per minute remaining and IS NOT considered into the multiplier. most runs run about 25 minutes so that extra 500 points can be made up with extra gathers and synths.
    (7)
    Last edited by Shosasosa; 06-27-2012 at 10:58 PM. Reason: Haters gotta Hate