What everyone else said about normal non-U/O Limbus, really. Take this with a grain of salt though, as I have a bunch of 75 jobs and PLD isn't one of them. But there's one cardinal rule to remember about Limbus: Mobs hit HARD. Doesn't matter what job you're on. They hit HARD. Shadows are your best bet for reducing damage taken and DD gear is best for increasing damage output. It's really just a larger-scale merit PT and a race against the clock at that.
jAriusEightySix wrote:
So I went pld/nin in DD gear to limbus for the first time today, and I have to say... it was a nightmare. Mostly the cause was bad pulls(we had a newer smn puller who didn't know the ins and outs of temenos north quite yet), but at the end the DDs all said that they wanted me /war again so that I could have initial hate for at least a few more seconds. On the tougher mobs I was getting hate back near the end of the fight, but at the start of fights the mob would turn as soon as the DDs engaged.
Is this a valid concern? I know that I'm just supposed to be calling instead of actually tanking, but the DDs all think I should have hate at the beginning, so... I'm not sure what to do.
This I can't agree with! Not to sound harsh, but the DDs need to learn how to tank and take mitigation subs. Trust me, I
hate /NIN on stuff like SAM as much as any person you'll find in the game but it's necessary here for low-man situations, much more than a merit PT where I wouldn't expect a SAM to /NIN in a million years unless they're a Hasso riding idiot. At this stage in the game, every DD is supposed to share tanking responsibilities, as they all have different ways to mitigate damage. The "initial hate" thing is really not valid (
nothing against you at all, they're expecting you to do way more than you can as a tank). If you get hit twice with the amount of damage Limbus mobs put out, your hate is gone. Nothing you can do about it. Sometimes in lesser end-game situations like this, PLD isn't the only tank like they're expected to be in XP PTs 10-74, they're there as a support DD just like other DDs, only with extra abilities to protect their PT, like Flashes/Cures etc. Don't be too proud to lose hate - you have many different ways of helping a PT/alliance even without hate. I'm sure you know that many PLDs (
and even most of these PLD's PT's) think that they need to keep hate 100% of the time and burn
all of their MP on the first mob to keep hate. This is not the case. It's a team effort. Let that WAR take a bit of the enmity for a few seconds and soak up the dmg with Utsu while you get back on your feet. That's what they have Ustu/Third Eye for! Don't try to bear the weight of the PT on your shoulder's alone.
Here's a Temenos North rundown, as you said you had trouble with it:
First floor is RDM and WAR Moblins. Firstly, if this was where you had problems with links on pulls, your sleepers need to get into shape. The most you have to deal with in the first and second rooms is the two RDM Moblins. Sleep one and take the other, easy stuff. If the RDM decide to Chainspell enfeebles faster than your mages can handle, coupled with nukes, a PLD is dead without shadows. Same deal with the two WAR Moblins on the first floor - although easier than the RDMs, if you're expected to be the only tank through Mighty Strikes without shadows you're as good as dead, or your mage(s) are gonna be really hurting for MP by the end. Mighty Strikes+Goblin Rush is DEADLY without shadows to absorb a few hits.
For the second floor, my low-man group (
usually 5-7 people) just take out Kari, the MNK Gigas and then move on to the next floor. The three Gigas in the middle, Beli (RNG), Thrym (WAR) and Skadi (BST) all automatically link and become a problem if you're low-manning. Especially Skadi, as he has a Charm ability which is not fun. They can be slept and SMN/BST pulled but it's usually not worth the trouble. Sleep Kari's Hundred Fists and have your DD turn around if it's a problem.
Third floor is Sahagin. You can try to sleep or run through the DRG and MNK as a PT and head straight for the WHM, as a group, although it takes timing. You'll most likely need to take out the DRG anyway, as it blocks your passage to the west and is a lot easier than the MNK. Here you might have to grab the other MNK, sleeping Hundred Fists as needed, then kill the BRD easily. You should have another chest by now and the gate opened. If not, take out the first MNK mob and go up.
Fourth floor looks intimidating, but it's not bad. Isolate both groups of BLMs, sleeping one while killing the other, they're squishy. One should open the door. If you want to go for a chest, take the group of three in the middle, Dynamis style.
Fifth floor is the easiest yet. Take out the Antica (
we go counter-clockwise, but any order works) and head up.
The easiest way to do the Sixth Floor, if low-manning, is to run past the initial mobs when they have their back's turned and nab the Charmer in the NW section. After that, kill the wandering Abductor to the east, then preferably sleep the remaining Tonberries and head up.
The next and last floor is five goblins. Sleep and pull individually, kite, quick sac pull, whatever works for your group best. You should have a strategy formulated by now. Go with it!