Tatham wrote:
1. Is there a way to pull the first NM (Dragoon) without managing to link the whole gate area and cause a wipe? I was thinking of clearing the side street first and having the THF sac pull it down the alleyway, will this work?
2. I've been told to sleep/nuke the NM's to stop Charmga but it's gone off several times now, is there a more efficient way of killing these NM's? We normally run with 3-4 BLM and a SCH.
3. I've been told by the LS leader that using Weapon Skills on NIN mobs will trigger Mijin Gakure, i'm not sure this is true... is it? Is it best to just zerg NIN's at low HP and throw in Stuns?
4. The SMN NM has given us trouble. We've tried to kill him before he uses his Avatar's Astral Flow but we've now wiped to him three times in three runs, do we need more damage? (Once again, 3-4 BLM and a SCH).
1. Somewhat, as the poster above said i try the same thing with pulling the gate on each statue. Sometimes your lucky, sometimes you aren't. I try to have my main assist target weaker monsters 1st. RNGs BLMs RDMs SMNs *NINs all go down relatively quickly when compared to, WAR SAM or even PLD THF. i pull on COR with a 600 delay gun and don't have too much issue. i can usually light shot the NM and kite him around the fountain till its all clear.
2. As said above always target the NM's last. I've been in groups that manaburn NM's and groups that sac pull the gates. Both work but as long as you take some precautions the NM is less likely to charm you.
1. DRK BLM COR PLD SAM (Blade Bash) all have some form of stun. While im not gonna say Fanatic Dance is the new 1000 needles in terms for charge time, If your watching for it, it can be stunned. I don't have that much faith in ppl in my shell with stun. I just tell them if they see a TP move being readied to throw stun at it.
2. Auspice and Monk's Roll help. I don't know about your shell but i've got on average 2~3 WHMs per run. have them throw out auspice, and any COR's you have use Monk's Roll. This should cut the TP the mob gets somewhat. Also when i go on MNK i have fully merited Penance which is also another TP inhibiting thing to stack on this list. Also MNK's should switch to footwork when they fight Orc NM's as it generates less TP per attack to the monster.
3. Have everyone stand in AoE range of Charmga. In the event you do get charmed, the NM should be the last monster left. Battle Dance is the mobs only other AoE move, and its not debilitating to the point where its gonna kill mages in 2~3 uses. If everyone get charms no one dies from the LS. Whoever doesn't get charmed (someone always doesn't listen) just kite everything until they die (stay away from the fountain NM death repops 2 stats that way).
3.nah thats complete crap. Save your TP for <50% and have your DD's WS it to death. We also instruct anyone who has stun to throw it at the NIN when it gets near 50%. You can't stun Mijin But since its HP based the longer the monster cannot act the more HP he loses.
4. With the strategy mentioned for Charmga you should have an easier time with SMN. If everyone gets charmed Astral Flow cant hit anyone. Also you could have a RDM COR or BRD sleep the avatar b4 it gets within sleepga range of the BLMs. Then have them kite / resleep it as need be away from the LS. This way since the sleeper is the only one with hate. It has to get to them b4 it can astral flow. Also BLMs CORs and DRKs can stun astral flow with relative ease. BRD's can too but it gets cut close.
Sandy is rough at the 2 gates >_< not much you can do about it, you can either gain or lose alot of time depending on how those pulls go. I always wait for alliance to recover to about 90~100% b4 i even start pulling. If something goes wrong and they do wipe, at least they had the best chance they could.