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Archive for the ‘FFXI’ Category

Well isn’t that spiffy

Posted by tehkrizz on February 4, 2011

So as it turns out, I can access my wordpress blog thing from work.

Anyway, I think I’m going to work on getting this integrated with my website over at TehKrizz.net. For the ones living under a rock, that is where I provide downloads for Final Fantasy XI and Final Fantasy XIV.

I’ve been thinking about expanding this to include other games, but I have no idea what to include.

Posted in FFXI, FFXIV, Gaming, Life | Tagged: , , | Leave a Comment »

May 8th Battlefields

Posted by tehkrizz on May 4, 2010

Alright, below are the current setups for each battlefield. Some people are on the same job the entire time. Others change jobs between each fight. I tried to keep job changes to a minimum. If you see someone in a setup that doesn’t belong (i.e. doesn’t have sea access but is listed in SoF), please let me know ASAP. Had to change things around slightly yesterday because of this.

————————————————-

Storms of Fate
THE PLAN
Currently short one person due to losing two people last night. Should be able to fill the spot once I talk to a couple people.

Zerg Setup:
Krizz – WHM
Laeticia – DRK
Nightstalka – DRK
Izabella – MNK
Valienta – MNK
Fathomdoll – BRD

Jakes – WHM
Urial – SAM
Zombieman – SAM
Zidan – SAM
Javibe – DRK
Jaysin – BRD

Kaskaru – RDM
Uttahutta – BLM
Kanokticheck – RDM/DRK
Miemo – RDM/DRK
Doomsday – SAM
Creepela – BRD

30 minute fight
XP is lost upon death
HP/MP are restored upon entry

The strategy for this fight is to zerg. We will fully buff up (pro/shell/etc.) immediately upon entry. At this point DDs will build TP via whatever method they can (Meditate/opo opo necklace/etc.). Once everyone is ready, we will rotate BRDs who will use Soul Voice and other JAs to buff the DDs. As soon as the third set of songs is done, we will initiate the fight. RDM/DRKs will chainspell + stun Bahamut. As soon as DDs are in range, they should unleash their 2 hours. Also, if the AH can support it, we will have Icarus Wings on hand for additional weapon skills if needed.

This fight should be fairly straight forward and short. The fight itself should last less than a minute.

WHAT ACTUALLY HAPPENED
Due to certain key people not showing up, I felt that a zerg was not appropriate. Looking back, we probably would have won anyway, but I didn’t want to take the chance. I had never done the fight before.

Krizz – WHM
Zidan – PLD
Urial – PLD
Valienta – THF
Fathomdoll – BRD

Laeticia – DRK
Gyron – MNK
Svedin – SAM
Kanokticheck – SAM
Kaskaru – RDM
Miemo – BRD

Uttahutta – WHM
Balios – DRK
Izabella – MNK
Zombieman – SAM
Doomsday – SAM

So even though we were two short, I felt we had wasted enough time. I also had read where a group of 12 did it this way and were fine. I have no doubt that it is true. The biggest danger on this fight is megaflare. If the DDs draw hate when it’s used, it hurts. If the DDs kill it too fast and it does back to back megaflares, it hurts. If the DDs draw hate for gigaflare, it wipes everyone it hits.

If I do this fight again, without zerging, I will have my DDs turn around at every 10% for megaflare. This way the tank has hate for sure and the mages can heal up any major damage before the next megaflare.

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The current plan is to allow 2 hours to reset before moving on to Divine Might. This will also give everyone a break between fights to get ready and change jobs if necessary.
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Divine Might
I think DM is set. I’ve swapped out those that didn’t need with those that do . I still would like those that aren’t listed below to be ready to participate in case there are no shows or people can’t make it.

Krizz – WHM
Javibe – PLD
Yojim? – DRG
Laeticia – DRK
Kaskaru – RDM
Fathomdoll – BRD

Jakes – WHM
Urial – PLD
Zidan – PLD
Zombieman – SMN
Nightstalka – SAM
Uttahutta – BLM

Yulren – WHM
Izabella – MNK
Creepela – SAM
Hollywoodhook – SAM
Arrovin – RNG
Jaysin – BRD71

30 minute fight
Buffs do NOT wear upon entry.
TP is NOT lost upon entry.
XP is lost for this fight due to it technically being a quest.

We will build TP via meditate / opo opo necklaces / etc. We will also buff outside the battlefield to save time. The biggest problem on Divine Might is the time limit.

My PT will be the tank PT. The DD PT will focus on the same target. The second PT is the kiting PT. Both PLDs have W.legs and gear that should be sufficient to hold off the mobs until everyone else is ready.

The key to this fight is killing at least two of the Ark Angels before wiping. Each Ark Angel has access to both 2 hours. They will usually both be used in the fight. One 2 hour will be used more than once.

Ark Angel order is Mithra (BST/THF) (pet after) >> Galka (DRG/SAM) (wyvern after) >> Hume (WAR/NIN) >> Elvaan (PLD/WHM) >> Taru (BLM/DRK)

Once the mobs are pulled, the tank PT will first target the Mithra (BST/THF). She is to be zerged. That means DDs will use 2 hours and take her down ASAP. If anyone is charmed before she goes down, they should immediately let everyone know so they can be slept. Perfect dodge is used once. DDs should keep an eye out for this to ensure 2 hours and WSs are not wasted.

The danger on the Galka (DRG/SAM) is Meikyo Shisui. After 75% it will be used multiple times. Shadows can be used to disrupt the skillchain. Aside from having probably the most HP out of the Ark Angels, there isn’t much special about him. Can resummon wyvern if it dies.

Again, the goal is to kill both the Mithra and Galka before wiping. Though not wiping at all is preferred.

The Hume (WAR/NIN) is probably the most dangerous out of the Ark Angels. Mijin Gakure is devastating. Might Strikes can be used repeatedly. The goal is to take him down as quick as possible to avoid Mijin Gakure or at least take as little damage as possible. Any 2 hours that might be left over from the Mithra will be used here as well as Icarus Wings.

The Elvaan (PLD/WHM) can one shot a player with Sprits Within. We will need to tread lightly here. At this point the kiters will not be holding mobs. They will act as backup tanks. Additional things to look out for are AOE dispel and AOE WS that inflicts silence as well. DDs will wait until benedicition is used to go all out. Invincible can be used multiple times.

The Taru (BLM/DRK) will be in the starting area at this point still. He should go down fairly quick. Has AOE petrify. Can teleport around the battlefield forcing DDs to chase. Mana Font is used once. Blood weapon is used multiple times.

WHAT ACTUALLY HAPPENED
This actually went according to plan. The PT setups were changed due to all the replacements I had to find. The strategy itself was solid. The fight is pretty chaotic, but the key here is not to panic.

Krizz – WHM
Javibe – PLD
Laeticia – DRK
Trioto – DRK
Pansy – THF
Fathomdoll – BRD

Uttahutta – WHM
Urial – PLD
Zidan – PLD
Zombieman – SMN
Makenshii – RDM
Izabella – MNK

Yulren – WHM
Gyron – MNK
Verinia – SAM
Hollywoodhook – SAM
Zoxaeus – DRK
Thecreep – BRD

After killing the mithra and galka (which almost went bad due to hate issues), the rest was a joke. The hume went down within seconds due to icarus wings being used. That’s not an exaggeration. I don’t think I got more than one cure off prior to it dying.

Thanks to everyone that came out to assist with Divine Might that didn’t need it.

—————————————————-

Celestial Nexus
This is a 6 man battlefield. I’ve tried to balance the groups to the best of my ability. This is not only based off jobs, but also people who usually do events together.

Krizz – WHM
Zidan – PLD
Izabella – MNK
Laeticia – DRK
Yojim? – DRG
Creepela – RDM

Jakes – WHM
Javibe – PLD
Nightstalka – DRK
Zombieman – SAM
Jaysin – BLU
Uttahutta – BLM (or SMN)

Yulren – WHM
Fathomdoll – PLD
Urial – SAM
Hollywoodhook – SAM
Kanokticheck – SAM
Kaskaru – RDM

This fight was actually postponed due to how long it took to get started on the other two.

If you see the name of someone you don’t like let me know. I want to keep peace between the groups, and will separate people if possible. If you have a problem so big that you can’t set it aside for these fights, let me know and I will remove you from the list(s).

Posted in FFXI, Gaming, Uncategorized | Tagged: , , | 1 Comment »

CoP 6-4 – Airship fight

Posted by tehkrizz on December 15, 2009

This is the most dreaded of all CoP fights.

Prep:
Each PT member should have a hi-potion tank. Mages / PLD should have a hi-ether tank as well.

For the 5 mammetts, yellow liquid is needed. 10 should be plenty.
For omega / ultima, CCB Polymers are needed. Due to being R, only 6 can be taken into the fight.

CCB Polymers are obtained from a quest requiring three chips.
Gray Chip – Dropped by diremites. Best Pso’Xja entrance is F-7 (Nue tower). Uncapped. Diremites are lvl 42-45
Carmine Chip – Dropped by lizards. Can be farmed in same zone, basement level. Snow Lizards are lvl 66-68.
Cyan Chip – Dropped by mimics. Best Pso’Xja entrance is G-9. Uncapped. Treasure chests are lvl 55-60.

The mimics are the most complicated chips to farm. That portion of Pso’Xja has two stone doors. Each require a bracelet key item to pass through. The key items are from fighting two NMs at two ??? in the same zone (different maps). The NMs are lvl 65. Most DDs with a healer should be able to duo them easily. This wiki page has more information.

Strategy:
PT setup currently planned to be:
WHM/BLM
RDM/WHM
BLM/WHM
PLD/WAR
SAM/NIN
MNK/NIN

Alternate setup (and final):
WHM/BLM
RDM/WHM
PLD/WAR
SAM/NIN
MNK/NIN
BLU/NIN

Mammets:
Once entering battlefield, each PT member chooses a mammet and locks on. Once all have targets acquired the PLD charges in with everyone behind him. Everyone then pulls their individual mammets and takes them on 1v1. BLM and RDM keep their mammet silenced / bound. Once DDs finish their mammets, they move onto the BLMs then the RDMs. PLD usually kills his by this point so he’ll help with the RDMs.

Silence is paramount for this fight. Don’t want them using strong spells while in staff form.

Yellow liquids should be used to lock them in DRG (polearm) form. DRG is preferred due to the slow attack rate. This will give more time to put shadows up. Yellow liquids should lock form for 30 seconds. Sword form typically attacks too fast to reliably cast shadows. Hands form is the form that uses transmogrification. It is not advised to lock it in this form strictly due to the time lost during transmogrification.

Transmogrification causes all physical damage to be absorbed and heal the mammet. When you see this, stop hitting for 10-18 seconds. The only way to know if it is gone is to give it a test hit. Do not weapon skill on the hand form unless it is after transmogrification wears off.

Overall this should take 7 minutes or less. Time can be reduced by using yag drinks and hi-ethers prior to initial buffs (reraise, etc.).

Don’t forget that HP/MP are refilled after the fight. Mages should go all out on the last mammet or two to speed things up.

Omega:
Omega is definitely a beast. To start out you want the PLD to stay where he spawns. The rest should move to the side to avoid the initial AOE attack. There are two cannons on each side of the ship. Standing at the base of the cannon (where the ground is darker) should help you to avoid the AOE. As soon as that AOE goes off, DDs should engage Omega and mages should move to a back corner. (Note: BLM should stand in the opposite corner since he’s likely to draw aggro after Pile Pitch)

Omega has nasty AOEs and he should be kept slowed as much as possible. Stun also should be spammed. Pile Pitch is a nightmare on this fight. It lowers the PLD to ~5% HP and causes hate to reset.

If you get hit with an AOE and cannot get shadows up immediately, unlock from target and move towards mages. This will also give you a chance to use a couple hi-pots if needed as well. If you are 50% or below on HP, do the same thing.

The key to this fight is staying alive long enough to kill it. If it looks like a full wipe, everyone should move to the spawn point (opposite of the door) so everyone can safely get up. Being behind the cannons is safe for getting up from raise. Omega has a very low regen rate (something like 1% in 5 minutes).

If someone is in an unsafe area, they should wait to get up until after the PT has engaged Omega once again. Use judgement on when it is safe from AOEs (or even have the PLD move temporarily to give them a chance to get up).

Weakened DDs should not attack. They can safely heal in one of the corners. Once weakness wears off, use hi-pots / hi-ethers to get back to full ASAP. This includes after wipes. SAM should be sure to Meditate while still weakened.

At 60% and 25% Omega speeds up attacks. At these two points slow is even more important.

CCB Polymers should be used at 55%, 30-40%, 15-20%. The percentages will vary depending on how much damage is being done. Only 2-3 should be used so the rest can be saved for Ultima.

TP moves to keep an eye on -

Discharger gives a magic shield effect and shock spikes to Omega. When the spikes are gone, it should be susceptible to magic once again. It typically uses this around 25%.

Pile pitch takes the target down to 5% health and resets hate (like Tonberry throat stab). At this point tank should do everything he can to regain hate (Cure IV, provoke, flash would probably be priority). Whoever gets hate afterwards should move or stay (depending on if it’s mage or DD) where the PLD is at. Even if the person dies, you want to be able to raise after a full wipe.

Ultima has a similar strategy.

Our 6-4 results:
Dry run 1 – Died painfully to mammets while attempting super tank method
Dry run 2 – Mammets were a joke. Died painfully to Omega at ~50% HP
Real run 1 – Mammets liked to transmog during WSs. Died painfully to Omega at just under ~50% HP.
Dry run 3 (1 polymer) – 14% Ultima
Real run 2 – 6% Ultima
Real run 3 – Win in 31 minutes, 19 seconds.

Posted in FFXI, Gaming | Leave a Comment »

CoP 5-3 | Ulmia’s Path

Posted by tehkrizz on December 14, 2009

50 Cap BCNM – Boneyard Gully

Shikaree X – BST
Shikaree Y – DRK
Shikaree Z – DRG

Party setup:
MNK/NIN
PLD/WAR
WHM/BLM
BLM/WHM
SAM/NIN
RDM/WHM

Few things to note about this fight:
Due to no XP loss, planned wipes are a viable strategy. If you have a reraise item, bring it.
Trackers will skillchain if they are close enough. They do this by talking (which is visible in chat log).
This talking will wake up the other trackers, but not their pets.
Group will fight a decent distance away from trackers initial spawn. This will allow safe raises.
Pets do not have to be defeated.
Using blackened siredon stops the insane TP gain of the trackers for a short period of time. Can only be used once per tracker.

Once ready to start, PLD will run in and get aggro. BLM will elemental seal + sleepga. PLD will pull Y away from other trackers and back to group. BLM will stay with other two trackers and sleep II them (overwrite sleepga). Once done, BLM will move back to the group.

If needed, RDM can kite one of the trackers.

At this point killing Y as quick as possible is the number one priority. Once combat with Y has been initiated, blackened siredon should be used.

As long as a tracker dies between wipes, there will be no problem. Don’t forget to recast reraise after getting up.

After Y, we will target X.

At this point if both are attacking and unable to sleep one, stunning one of the trackers when they try to skillchain is paramount. If RDM isn’t needed for backup healing, Z can be kited.

After X, we will target Z.

I plan on ignoring the pets (keeping them asleep and/or bound).

The above strategy did not work as is

To make it work, I suggest two things:
1) Use 2 hours and BLM freeze. The objective is to kill Y before the others wake up. We did this on my run, but not until we used 2 hours. At this point we had already wiped once and ran out of time.
2) Kite around the pillar/column/thing to your right as you approach the trackers. Even without gravity you can kite pretty well right there.

We used the following strategy to win on our second attempt. Since we had already blown 2 hours, we needed something that wouldn’t use them.

Party setup:
MNK/NIN
PLD/WAR
BLM/WHM
BLM/WHM
SAM/NIN
RDM/WHM

The only difference is now there are two BLMs instead of one.

PLD runs in, gets aggro. BLM with most MP ele seal+sleepga. As soon as sleepga lands, both BLMs cast freeze on Z. Don’t bother trying to time it perfectly. There’s a good chance the trackers will wake up right before the cast is done, but that’s ok.

RDM can attempt to sleep trackers to buy time.

BLM with hate should kite around the previously mentioned column. Second BLM should cast freeze as soon as timer is up. Once the second BLM has hate they should start kiting while first casts freeze. 4 freezes will kill a tracker. The DDs may need to do some damage to finish em off.

Once Z is dead you will probably wipe. That’s ok. Make sure you’re out of aggro range when you die. Also, the wyvern will despawn once the NMs reset to the starting point.

Once up and ready to go, repeat the above strategy on X. You should find it much easier this time. We did not wipe in between X and Y, but if you do, remember that it’s ok as long as X dies first. That’s why you bring reraise items and make sure it’s always up.

We used one siredon on the first fight and one on the second fight. It’s not necessary for the second one. It was just to delay the skillchains while finishing off the first tracker.

——————-

Snoll fight is easy. Make sure you have at least 3 salts. We used two, but had time to use a third.

Party setup:
MNK/WAR
PLD/WAR
WHM/BLM
BLM/WHM
SAM/WAR
RDM/BLM

We did the normal pre-fight buffs / reraise. Only WHM needs reraise at this point.

Don’t forget that as soon as you step on the ice around the snoll, he will attack.

PLD goes in, gets aggro. MNK used salt then hit 2 hour. SAM used job abilities / 2 hour. RDM tried ele seal + slow. I have no idea if it landed. RDM then 2 houred and nuked. BLM used flare. BLM did 1k damage on the Flare. MNK used one more salt when first wore off.

A SAM using job abilities and two hour can do around 2.5k damage to the snoll in a few seconds. Add the flare from the BLM and that’s half the Snoll’s HP right there.

The RDM almost died cause I (WHM) was casting holy when she got hit with something.

I don’t know our time for the battlefield, but the fight itself lasted around 60 seconds.

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FFXI – Krizz

Posted by tehkrizz on June 1, 2009

My primary character. (All characters are on Ramuh)

Character: Krizz
Race: Elvaan
Citizenship: San d’Oria
Rank: 10
Jobs:
WHM 81
PLD 74
DNC 54
BLM 50
WAR 37
NIN 31
DRG 24
BST 23
BLU 20
SCH 18
RDM 15
THF 15
BRD 15
COR 15
SMN 14
RNG 14
PUP 12
MNK 10
DRK 8
SAM 7

Cooking: 100
Fishing: 28
Leathercraft: 4
Smithing: 2

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