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Treasure and Tribulations solo?Follow

#1 May 29 2009 at 4:05 PM Rating: Decent
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Just read a post on wiki about a guy that got the mimic down to 25% as NIN/RDM. Has anyone ever successfully solo'ed this on NIN? Would NIN/DNC fare better? You lose Bio/Prot/en-spell but gain Samba/Waltz/EvaBonus and you don't have to worry about MP. Use TP for curing, spam the wheel? Does Drain Samba work on mimics?
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#2Weeksy, Posted: May 29 2009 at 5:03 PM, Rating: Sub-Default, (Expand Post) General rule of thumb: If the 'Pedia entry says it can be soloed by a "skilled" JOB/SUB, you will win in 3 minutes without taking a point of damage. If they report they got it down to 25%, then it'll take 4 minutes.
#3 May 29 2009 at 5:51 PM Rating: Good
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I saw that too, I've actually tried it a couple times. I haven't gotten past 50% though, since a badly timed double attack or getting lazy counting shadows will totally **** you. The large box hits for ~200.

In my nin/rdm set I have almost as much evasion as a 50 Nin can get, and Int everywhere else... I don't do a whole lot of hitting, so I don't think /dnc would give you enough TP to make up for any damage taken.
Maybe with a bunch of meds and really good shadow management, you could do it, but I've given up on it. Throwing down 50 seals for a 1/3 chance of winning is not my style.
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#4 Jun 01 2009 at 11:12 PM Rating: Excellent
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I go NIN/BLM. If you don't pick the right chest and a Mimic pops, cast Warp to get the **** out of there asap. Smiley: lol
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#5 Jun 01 2009 at 11:39 PM Rating: Decent
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NIN/DNC here, never win :( down to 25% too.
xxx/xxx & 2h (optional) & instant warp (if not /blm) can works (0/9 so far here)

Edited, Jun 2nd 2009 9:40am by Neraya
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#6 Jun 02 2009 at 5:06 AM Rating: Decent
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i've never done T&T, but if you actually manage to beat the mimic, and win the BC, you still don't get a drop - right?
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#7 Jun 02 2009 at 6:47 AM Rating: Good
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You have a 1/3 chance of just straight up winning the BC with no fight. After that if you beat the mimic, you get a Armory Crate as usual.
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#8 Jun 02 2009 at 7:43 AM Rating: Default
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/rdm is mostly for the 20 mab.
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#9 Jun 02 2009 at 8:51 AM Rating: Good
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Princess ThePsychoticOne wrote:
/rdm is mostly for the 20 mab.

Fast Cast is pretty nice too.
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#10 Jun 04 2009 at 9:19 AM Rating: Good
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I'm trying again. I'm wasting a ton of seals, but I want to solo it. I almost did it just now, but I got lazy counting my shadows at around 20%.

I think I can get it to work on nin/rdm. I'm gonna have to use antidotes, regen fulltime, jack-o'-lanterns for the eva and occasional intimidation, full debufs, yagudo drink... trying to keep 2 shadows up in case of a badly timed double attack, or to get you through the stun period. It's got to be possible.

Edited, Jun 4th 2009 12:27pm by Illusitaru
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#11 Jun 04 2009 at 10:56 AM Rating: Excellent
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Confirmed soloable by nin/rdm. For some reason I totally forgot that I never got jubaku... the full set of debuffs helps SO much, and jack-o'-lantern's arcana killer is really nice. Stay on top of your shadows and debuffs and its really not difficult at all.
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#12 Jun 04 2009 at 11:34 AM Rating: Good
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Illusitaru wrote:
the full set of debuffs helps SO much.... Stay on top of your shadows and debuffs and its really not difficult at all.

I haven't attempted to solo this, but I noticed how important the debuffs are when I duo'ed it with a RDM friend. The fight went smoothly for a while, and then suddenly the wheels just came off. When I looked back through the log, I noticed a debuff wore off that I hadn't noticed during battle, and that's when things fell apart.

I highly suggest tweaking chat colors to make it more noticeable when you get resisted and when debuffs wear. I have "Effects Others Resist" set to a bright red and EVERYTHING else either set to green (good stuff) or dull red (bad stuff). This leaves very few messages a default grey color. Unfortunately, you can't alter the color of messages when a debuff wears. But changing the colors this way has made the grey messages easier to spot.
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#13 Jun 05 2009 at 10:39 AM Rating: Decent
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Quote:
Confirmed soloable by nin/rdm. For some reason I totally forgot that I never got jubaku... the full set of debuffs helps SO much, and jack-o'-lantern's arcana killer is really nice. Stay on top of your shadows and debuffs and its really not difficult at all.


Did you end up using the wheel primarily for damage, or katanas? Did you use cap gear or synced gear?
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#14 Jun 05 2009 at 1:30 PM Rating: Excellent
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I use the elemental wheel as my sole (well, primary) form of damage. I've got a set of gear for 40-cap that focuses as much as possible on evasion. Crimson Blades and earrings (moldy, velocity) I think are the only thing above 40, and they're still good for 50-cap. Nin is 59 and I've been /rdm ever since 40, so synced gear isn't an issue :P

The focus is definitely keeping shadows up full time. If you get lazy counting shadows like me, you'll fail at 8% or 20%. Shadows and debuffs are primary, and any downtime between those should be spent nuking.

Edit: I guess I'll show gear for fun.

Main: 2x crimson blade (+10 int)
Ammo: Morion Tathlum (+1 int)
Head: Empress Hairpin (+10 eva)
Neck: Spirit Torque (+5 eva)
Ear1: Moldavite Earring (+5 MAB)
Ear2: Velocity Earring (+4 eva)
Body: Windy togi I think (+2 eva)
Hands: Doesn't matter... unless you have storm manopolas
Rings: Wisdom Ring x2 (+6 int)
Back: Nomad's Mantle (+2? eva)
Waist: Survival Belt (+5 eva)
Legs: Sandy legs (+2 eva)
Feet: Doesn't matter

+17 int, +31 eva, +5 MAB. Resists are a bit of an issue even as taru, but I advise against eating int food, in favor of jack-o'-lanterns.

Edited, Jun 5th 2009 4:54pm by Illusitaru
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#15 Sep 01 2009 at 12:00 PM Rating: Decent
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Just wondering if anyone's tried to do this nin/drk?

When I tried, I wasn't evading all that much - floored at 20%, so I'm not sure how much more I'll dodge with all the evasion gear I can scrounge. It might jack it up to 40 or 50%, or it might not move it off the floor...

Seems to me intimidation might be a better route, though you're giving up the MAB.
/drk arcana killer job trait plus arcane circle just sounds like it'd be better than /rdm for this. Plus, iirc, the new adjustment to the "circle" effects gives some bonuses.

edit: from wiki:
~ When active, gives all party members' a chance to intimidate Arcana into skipping an attack.
~ Circle Protections grant a +15% damage boost to both physical and magical damage against the affected monster family(Arcane Circle vs Arcana type monsters)

Also, unlike Under Observation, you WANT to face the box while fighting for that 5-10% chance of parrying a hit.

Edited, Sep 1st 2009 9:14pm by Turnerbrown
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#16 Sep 16 2009 at 11:58 AM Rating: Decent
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2nd try today, brought friend along for haste/poisona.

As nin/drk, had 59 agi, and +34 evasion (+44 including food).

The fight broke down like this:

total # of hits = 166
evaded 80 of 166 = 48% (this is WITH kurayami:ni and Yonin)
intimidated 18 of 166 = 10% (/drk Arcane Killer Job trait, and Jack o'lantern)
paralyzed 4/166 = 2%ish
parried 2/166 = not worth mentioning.

actually hit (shadows down) = 4 times
friend took a bunch of hits - seems like its stun move resets hate.

Fight took 15 min.

So, stacking on evasion DID move me from being floored to evading close to 50%.
I could possibly have had 9 more evasion, 5-6 from daggers, and +3 from Kingdom Trousers, which should up my evade rate by another 4-5%.

I don't think there's anything else I could do in terms of intimidating more.
It's obviously more effective than Jubaku: Ichi, to the point that it's hardly even worth casting it.

basically:
/drk = intimidate 5% more
/thf = evade 5% more (Maybe more with increased AGI from subjob)
/rdm = spells hit 20% harder



Edited, Sep 16th 2009 3:00pm by Turnerbrown
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#17 Sep 16 2009 at 1:59 PM Rating: Good
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1. Bringing someone along for poisona/haste isn't solo.

2. /RDM fast cast gives you 10% casting time and 5 % recasting time. To me, this is just as valuable to nin/rdm if not more than the magic attack bonus. Stack on Swift, Fuma's, maybe even warlock mantle and you should be able to ni to ni pretty easily. Also, the lowered recast on elemental ninjutsu helps so you don't have any pause between casts (i.e. if you are casting them one right after the other, by the time you get to the last elemental ninjutsu, the 1st one you cast is not usually ready to recast unless you are /rdm). Its pretty neglible, but it'll add up over time, and the faster you kill the less room you have to make mistakes.

3. The benefits of /drk aren't really that good. Arcane circle only lasts for 1 minute with a 10 minute recast timer. That means you can get 15% bonus for 2 minutes max, or you can /rdm and get MAB+20 for the whole time. The activation rate of Arcana Killer isn't static, so it won't always be 5% (it will of course average to 5% over time, but if you are counting on paralyze/intimidation procs to keep you alive, you are essentially just relying on luck to keep you alive). The only spell that being /drk gives you at 50 that you can use, is Bio, whereas /rdm would give you Cures, Bio/Dia, Aquaveil, Pro/Shell, Blaze Spikes (meh), en-spells (mostly meh), Regen and a variety of barspells. /Drk does give you last resort, which I guess it good but it doesn't make up the difference for the other benefits /rdm gives you.

4. There is absolutely no reason to /thf for this bcnm at all. All that /thf gives you is 10 evasion and flee. If you need the evasion bonus, /dnc gets it at 15 and would be WAY more useful than /thf.
#18 Sep 16 2009 at 3:05 PM Rating: Decent
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Quote:
General rule of thumb: If the 'Pedia entry says it can be soloed by a "skilled" JOB/SUB, you will win in 3 minutes without taking a point of damage. If they report they got it down to 25%, then it'll take 4 minutes.


In my experience, if it says it can be soloed/duoed by 75RDM/NIN(s) with little to no additional detail, it usually means they have to be *pimped* RDMs experienced with soloing, and your average run of the mill RDM is going to get bulldozed (or at least timed out in the case of a BCNM).
#19 Sep 17 2009 at 12:19 AM Rating: Decent
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Quote:
basically:
/drk = intimidate 5% more
/thf = evade 5% more (Maybe more with increased AGI from subjob)
/rdm = spells hit 20% harder


When melee-ing, 5% ACC comes when your over 75% ACC. Below that, it takes more ACC/%. 75% ACC is when your ACC is level with mobs total EVA.

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#20 Sep 17 2009 at 10:21 AM Rating: Decent
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The problem with this bcnm is, the mimic spams an aoe poison/stun/draw-in move irratically, which makes success a random possibility.

Skill makes a difference, but chance will mostly likely dictate a win.
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