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I love Duty Roulette Extreme!Follow

#1 Apr 10 2014 at 12:39 PM Rating: Excellent
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Just sayin... it's one of the new dungeons... all of which seem like a throwback to FFXI to me in different ways...

All of them are extremely fun...

And you get extra Soldiery just for doing the daily roulette...

I wish we could do the roulette together though that would be awesome!
#2 Apr 10 2014 at 4:18 PM Rating: Good
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Hairspray wrote:
I wish we could do the roulette together though that would be awesome!


2.3
#3 Apr 11 2014 at 1:50 AM Rating: Good
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Unfortunately, they made the mistake of adding myth from most of the bosses and soldiery on the last boss. Yet, they also emphasize myth farming in 2.2. Guess what a lot of groups do to farm myth? >_<
#4 Apr 11 2014 at 7:27 AM Rating: Good
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HitomeOfBismarck wrote:
Unfortunately, they made the mistake of adding myth from most of the bosses and soldiery on the last boss. Yet, they also emphasize myth farming in 2.2. Guess what a lot of groups do to farm myth? >_<


I would just run CT for Myth if I were so inclined.... 100 myth per run, not bad.
#5 Apr 11 2014 at 7:51 AM Rating: Excellent
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Hairspray wrote:
HitomeOfBismarck wrote:
Unfortunately, they made the mistake of adding myth from most of the bosses and soldiery on the last boss. Yet, they also emphasize myth farming in 2.2. Guess what a lot of groups do to farm myth? >_<


I would just run CT for Myth if I were so inclined.... 100 myth per run, not bad.


How long does CT take? 40 min to 1 hr?

I can suit up my paladin, get a Brayflox party together, run in, pull everything to the bridge, knock it down (pop hallowed), lock out monkey and plant, beat first boss ignoring adds (I try to stand in the line so I can draw sniper fire), pull three goblin groups, knock them down, beat boss ignoring adds (same line concept), then leave instance, rinse, repeat. 8-10 minutes with a decent group, 50 myth. Plus about 4 good darklight / philosophy mats (i.e. potash, coke, etc) per run.

Conservatively, I can get double the myth in the same amount of time speed running Brayflox.

https://www.youtube.com/watch?v=UUOH3US6K44

Edited, Apr 11th 2014 8:51am by Valkayree
#6 Apr 11 2014 at 7:57 AM Rating: Default
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Valkayree wrote:
Hairspray wrote:
HitomeOfBismarck wrote:
Unfortunately, they made the mistake of adding myth from most of the bosses and soldiery on the last boss. Yet, they also emphasize myth farming in 2.2. Guess what a lot of groups do to farm myth? >_<


I would just run CT for Myth if I were so inclined.... 100 myth per run, not bad.


How long does CT take? 40 min to 1 hr?

I can suit up my paladin, get a Brayflox party together, run in, pull everything to the bridge, knock it down (pop hallowed), lock out monkey and plant, beat first boss ignoring adds (I try to stand in the line so I can draw sniper fire), pull three goblin groups, knock them down, beat boss ignoring adds (same line concept), then leave instance, rinse, repeat. 8-10 minutes with a decent group, 50 myth. Plus about 4 good darklight / philosophy mats (i.e. potash, coke, etc) per run.

Conservatively, I can get double the myth in the same amount of time speed running Brayflox.

https://www.youtube.com/watch?v=UUOH3US6K44

Edited, Apr 11th 2014 8:51am by Valkayree


I think they will fix this.. They are not gong to want people only running part of the dungeon...
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#7 Apr 11 2014 at 12:01 PM Rating: Default
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Valkayree wrote:
Hairspray wrote:
HitomeOfBismarck wrote:
Unfortunately, they made the mistake of adding myth from most of the bosses and soldiery on the last boss. Yet, they also emphasize myth farming in 2.2. Guess what a lot of groups do to farm myth? >_<


I would just run CT for Myth if I were so inclined.... 100 myth per run, not bad.


How long does CT take? 40 min to 1 hr?


15 - 25 minutes in a good group, a little over whoring out Brayflox Hard, but you also get 100 for slightly slower runs (CT) compared to faster runs with Brayflox. Flox is easier since so many trolls on the NA/EU datacenter can make CT last an eternity lol.

Nashred wrote:
Valkayree wrote:
Hairspray wrote:
HitomeOfBismarck wrote:
Unfortunately, they made the mistake of adding myth from most of the bosses and soldiery on the last boss. Yet, they also emphasize myth farming in 2.2. Guess what a lot of groups do to farm myth? >_<


I would just run CT for Myth if I were so inclined.... 100 myth per run, not bad.


How long does CT take? 40 min to 1 hr?

I can suit up my paladin, get a Brayflox party together, run in, pull everything to the bridge, knock it down (pop hallowed), lock out monkey and plant, beat first boss ignoring adds (I try to stand in the line so I can draw sniper fire), pull three goblin groups, knock them down, beat boss ignoring adds (same line concept), then leave instance, rinse, repeat. 8-10 minutes with a decent group, 50 myth. Plus about 4 good darklight / philosophy mats (i.e. potash, coke, etc) per run.

Conservatively, I can get double the myth in the same amount of time speed running Brayflox.

https://www.youtube.com/watch?v=UUOH3US6K44

Edited, Apr 11th 2014 8:51am by Valkayree


I think they will fix this.. They are not gong to want people only running part of the dungeon...


They will fix it, most likely nerf Myth gains on first 2 bosses and add a slightly boosted bit (in comparison) on final boss..for example you'll probably get 10 myth on first 2 booses then 20 on final. If people don't want to see that or dislike stuff like that happening, they should stop doing things like this and SE won't react lol, we all want quick Myth but SE clearly neutered the gains to keep us busy until 2.3.

Edited, Apr 11th 2014 11:04am by Theonehio
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#8 Apr 11 2014 at 1:10 PM Rating: Good
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Theonehio wrote:
They will fix it, most likely nerf Myth gains on first 2 bosses and add a slightly boosted bit (in comparison) on final boss..for example you'll probably get 10 myth on first 2 booses then 20 on final. If people don't want to see that or dislike stuff like that happening, they should stop doing things like this and SE won't react lol, we all want quick Myth but SE clearly neutered the gains to keep us busy until 2.3.


Smiley: rolleyes

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#9 Apr 11 2014 at 1:15 PM Rating: Default
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Viertel wrote:
Theonehio wrote:
They will fix it, most likely nerf Myth gains on first 2 bosses and add a slightly boosted bit (in comparison) on final boss..for example you'll probably get 10 myth on first 2 booses then 20 on final. If people don't want to see that or dislike stuff like that happening, they should stop doing things like this and SE won't react lol, we all want quick Myth but SE clearly neutered the gains to keep us busy until 2.3.


Smiley: rolleyes

Don't be efficient, because that's wrong!


Yeah, I wonder if SE intended people to do a dungeon only half way lol. All that does is hinder the people who want to fully run it (especially for the last chest for some of the chest pieces they may want.) If it was only PF it wouldn't be a problem being "efficient", but now that it's crept into DF, it's obviously going to change lol.
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#10 Apr 11 2014 at 1:47 PM Rating: Excellent
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Theonehio wrote:
Valkayree wrote:
How long does CT take? 40 min to 1 hr?

15 - 25 minutes in a good group...

Unfortunately, you can't control what two other parties you get into an alliance with, so you can't guarantee that you run CT with a good group. Even if you could queue up with a full alliance, it takes more time to get 24 people on board, not to mention occasional AFKs you inevitably get from such a large group of people.

Since Brayflox only requires 4 people, it's probably going to be more efficient in practice, even if it doesn't look like it on paper.
#11 Apr 11 2014 at 1:56 PM Rating: Good
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Theonehio wrote:

15 - 25 minutes in a good group


If you are referring to Brayflox I would say, ok, average group 15 -25 minutes assuming no big pulls.

But if you are suggesting that you can finish CT in its entirety in 15 minutes, even with a premade 24 man group, I would ask you to surrender your crack pipe.

Edited, Apr 11th 2014 2:57pm by Valkayree
#12 Apr 11 2014 at 2:39 PM Rating: Excellent
I still haven't figured out how to run a speed run as pld. I tried once, but I could only survive that first pull half the time. Either I'd run out of mp from flashing, or I'd lose hate by trying to conserve mp for flash.
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#13 Apr 11 2014 at 3:32 PM Rating: Good
Thayos wrote:
I still haven't figured out how to run a speed run as pld. I tried once, but I could only survive that first pull half the time. Either I'd run out of mp from flashing, or I'd lose hate by trying to conserve mp for flash.


You need to have a healer that knows what to do, too. It's okay if you lose hate on a mob to a DPS during a big pull, provided your healer doesn't have tunnel vision and lobs cures on 'em.
#14 Apr 11 2014 at 3:56 PM Rating: Decent
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Thayos wrote:
I still haven't figured out how to run a speed run as pld. I tried once, but I could only survive that first pull half the time. Either I'd run out of mp from flashing, or I'd lose hate by trying to conserve mp for flash.


Depends on your weapon (when it comes to losing hate). If the iLVL's not high enough compared to your DPS's weapons, the wDMG calculation screws you over because Flash's about the only real expotential scaling one and it's a fairly terrible skill until you're in about a 90~.

Flash X3, Fast, Flash, Riot, Flash, Fast, Flash, Riot, Flash, and from there you're pretty much stuck to a Riot Combo and then another Flash.

If you're losing hate on one mob, let it go because trash in high level dungeons don't really do that much damage. If you're losing multiple mobs your weapon (and STR/DTR stats) probably aren't high enough for huge pulls against superior geared DPS (or your BLM needs to use Quelling Strikes if laying into the pack right off the bat). If you're dying due to healer derpiness, you need a new one because they can't keep up. If you're dying to packs just taking too long and you and the healer are running out of mitigation abilities, DPS needs to pick it up.

AoE's pretty much reliant on everyone doing their part.

Edited, Apr 11th 2014 6:00pm by Viertel
#15 Apr 11 2014 at 4:33 PM Rating: Good
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Thayos wrote:
I still haven't figured out how to run a speed run as pld. I tried once, but I could only survive that first pull half the time. Either I'd run out of mp from flashing, or I'd lose hate by trying to conserve mp for flash.

Some of that is on the healer. It's OK to lose hate sometimes if the healer can keep the DPS up.
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#16 Apr 11 2014 at 5:06 PM Rating: Excellent
Yeah I currently have an atma weapon (not upgraded, so basically i90), and my total gear level is i92, so maybe the problem was just bad healing.
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#17 Apr 11 2014 at 9:56 PM Rating: Decent
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If the WHM is pulling hate on all the mobs (despite Flash spam), the mobs aren't dying fast enough, and he's generating too much threat from having to spam heals due to the mobs being alive for too long. The BLMs are what should usually be pushing the threat envelope, not your WHM.

If the WHM is only pulling hate on some of the mobs (usually this happens near the start of the encounter), your Flash is likely not hitting everything. It's tricky sometimes, what with those ****** coeurls pushing everything else out of their way.

The first pull is the toughest and is what I recommend popping Hallowed Ground on (not necessarily right away, but at some point after you've got the mobs situated), and I recommend actually making a /p macro for this for SR purposes. Reason being: that macro should be the signal to your WHM to top you off, give you a Regen, and start preparing some Holy hand grenades. The stuns from this will effectively extend your Hallowed Ground a bit further. Use other cooldowns as you see fit past the 3rd Holy (after which stuns will start to be ineffective) to help keep a few more Holy casts going.

If using a WAR tank instead, you can do a similar sort of thing with Holmgang, however the WHM needs to start preparing Holy much sooner (in lieu of topping the WAR off) due to its much shorter duration. Something that I've heard works well for others is, as soon as the WAR is approaching death, the WAR pops Holmgang and the WHM (possibly even before Holmgang is popped) prepares Holy to stun all the mobs. After the first Holy, top the possibly-1-HP WAR off with Benediction so you don't have to drop Cleric Stance, and then resume with more Holy as you see fit. This requires both an attentive WAR and WHM, however. Note that the stun needs to have taken effect from the first Holy (not just the finished casting) before that Holmgang wears off, and you must actually hit all the mobs with said Holy, for this to work without any mishaps.

Make sure you're actually pulling the mobs far enough to the point where you aren't getting bombs rained on you anymore (up to the river prior to the rafflesia + opo before the boss). The bombs may not be particularly damaging by themselves, but when you've got 10 mobs on you already, several of which will be throwing AoEs of their own, even those bombs may prove to be a tipping point.
#18 Apr 11 2014 at 10:04 PM Rating: Excellent
Do you worry about trying to dodge the AoEs in the big herd of mobs, or do you just eat that damage and focus on trying to group the mobs together?
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#19 Apr 11 2014 at 10:07 PM Rating: Decent
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Usually when all the mobs catch up to you (don't forget to use Sprint!), the first thing a lot of them will try to do (particularly the raptors) is try to AoE you. I would dodge that first set, but by the time another set of AoEs starts coming, you should probably have Hallowed Ground up at that point and/or the WHMs will probably be stunning them.

Edited, Apr 12th 2014 12:07am by Fynlar
#20 Apr 12 2014 at 12:41 AM Rating: Decent
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Thayos wrote:
Do you worry about trying to dodge the AoEs in the big herd of mobs, or do you just eat that damage and focus on trying to group the mobs together?


I dodge. Even if there is a melee mixed in with the BLM I run with it's expected that I'm going to be moving. Not moving is just lazy and doesn't dramatically shift the monsters (because if you're pulling a pack I always move it against something so they can't spread too far out). Most of the AoEs are conal (since we're talking Brayflox here) so at worst you can just run behind whichever's attempting to use it and the pack will barely shift because you're still within range.

I never have a WHM with me (usually run with a SCH who's Baneing as much as he can) so holy stun isn't too applicable for me.

Your weapon sounds more than fine, so chances are whoever you're running with was going too far too fast, or you were attempting to do too quick of a bleed with Flash (if that makes sense). Using it 2 or 3 times back to back just to start is good, but beyond that start weaving in Riot combos and tabbing between mobs to spread what hate you can (Flash > Fast > Flash > Riot, etc.) as it'll dramatically help lengthen your ability to generate threat over time.

If you're completely OoM then that's on the rest of your group's fault because they're clearly not AoEing effectively.
#21 Apr 16 2014 at 8:27 PM Rating: Decent
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Thayos wrote:
Do you worry about trying to dodge the AoEs in the big herd of mobs, or do you just eat that damage and focus on trying to group the mobs together?
50/50 your priority is to keep the mobs tight but try not to eat every single AoE.

One important hint though, as a PLD your TP is almost irrelevant once you have all mobs together, so instead of just pulling by aggroing every mob on the way to the ramp, try to use shield lob once on each of them, it does help.

Once you have everything on you pop Hallowed ground, right before it ends Sentinel + Bulwark and right before sentinel ends go Rampart + Foresight + Convalescence (this one last because it increases your healers hate generation)

And if your DPS's couldn't take the group down in less than 40 seconds your group does need better DPS's.

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