Forum Settings
       
Reply To Thread

Snoll Fight whoa'sFollow

#1 Apr 01 2007 at 5:50 PM Rating: Decent
Scholar
39 posts
Yeap, finally reached the infamous Snoll Fight and hit a brick wall hardcore. I am basically just looking for a few quick pointers and a suggested make up for a party with the options listed below. I seem to be having a bit of trouble finding anything online other than blow it up with rdm,blm so :/
Anyway these are our options:
Member #1- DRK,THF,BST
Member #2- PLD,WAR,DRG,WHM
Member #3- WHM,BLM,RDM,SMN,BRD,NIN,BST
Member #4- RDM,BLU,BST
Member #5- WHM
Member #6- RDM,BLM

We got it to 50%(best go so far) with pld,drk,whm,rdmx3. is the combination there between seperate members? Or are we simply just over thinking it?
#2 Apr 01 2007 at 6:11 PM Rating: Decent
**
364 posts
ok, step one. get a mercuial kris for the drk to borrow and make sure hes got capped dagger to 60 at least. have him souleater 2 hour while hasted on snoll tzar. that alone will seriously rape him. have two of the rdm chainspell nuke fire spells while the last chainspell curagas. dont worry about hate as the drk is going to have it for pretty much the whole fight if hes competent. have the whm haste, try to have them cap divine and banish nuke as the rdm curing is pretty much going to have curing covered, though the whm can help some if needed. screw pld, go as a DD job, whichever is best outfitted. that should almost certainly kill snoll tzar. if you need more time, get a couple salts and have the whm use first one as theyre going to be the least useful in this fight, thanks to the rdm. sorry whm, not your fault. after that have the pld in his DD job use the second, as snoll is kinda resistant to melee, so he will be doing the least damage most likely. if you have any more salts and if by some miracle snoll isnt dead yet have one of the nuking rdm use it, whoever has lower mp. that should kill him >.>b oh yes, and barblizzara, he spams an AoE ice move. our drk went with the kris and did almost 3000 damage to snoll in half a minute, our mnk nearly did as much thanks to almost full merits hehe. we kinda went lolsnoll and won first try no problem. but please dont have the pld come as that job, you need DD more than anything else.
#3 Apr 01 2007 at 6:22 PM Rating: Good
***
1,014 posts
Member #1- DRK
Member #2- WAR
Member #3- SMN
Member #4- RDM
Member #5- WHM
Member #6- BLM

everyone use icarus wing at start. enhancing magic as usual + barblizzara

before engaging

DRK use berserk
WAR use berserk agressor warcry
SMN cast ifrit

when engaged
DRK use souleater + last resort + blood weapon + guillotine
WAR use mighty strikes + rampage
SMN use astral flow + inferno then use salt second
RDM use chainspell + Fire 2
BLM use flare -> manafont -> fire 3 -> firaga 2 -> fire 3 etc
WHM use salt first then benediction as some members will have taken some damage
____________________________
The best part of Final Fantasy XI is its rich storyline. It separates this game from other MMORPGs. I chose to give my character a storyline that goes along with the game's storyline. I find that this is a more fun way to play the game. Playing the game just to fight in the endgame and collect elite equipment is very boring and is totally missing the main objective of the game, which is to guide your character through the storyline which is to save the world.
#4 Apr 01 2007 at 6:42 PM Rating: Decent
**
705 posts
The equation is very simple : Snoll has 9K HP, and you have to kill it in 45 seconds. You also have to stay alive during that time: the snoll crit hit me for 500+ @_@.

Slot 1 : DRK - Your good old 'suicide' Guillotine routine. Use I.Wing at start

Slot 2 : The Dragoon 2 Hour will do more damage than the WAR, and also lower the defense of the mob. Use I.Wing at start

Slot 3 : RDM : Chainspell Fire II

Slot 4 : BLU - Stun

Slot 5 : WHM - salt user, Divine Seal Curaga III + Benediction

Slot 6 : RDM : Chainspell Fire II





Edited, Apr 1st 2007 10:44pm by Anomandarake
#5 Apr 01 2007 at 8:10 PM Rating: Decent
Scholar
39 posts
Thank you all very much. Got some ideas out of there that will hopefully work out for us. Just have to wait for tomorrow to attempt it lol.
Anyway, thanks again everyone.
#6 Apr 01 2007 at 9:02 PM Rating: Decent
****
4,847 posts
Have the rdm use a salt right at the very start, then have the whm use a salt after the first wears off. Remember the use time and duration are both 15 seconds, so it'll take a bit. And yeah, I think drg might be better for triple jump + self SC + triple jump and hate erases. Just make sure the drg's call wyvern timer resets before you enter, so you can get some more wyvern dmg after the drg eats the first one.
____________________________
Geole de Caitsith Clothcraft: 90.6+6
Subs: Leathercraft & Goldsmithing & Smithing & Alchemy & Bonecraft & Woodworking @ 60
MNK: 75 SMN: 41 WHM: 38 THF & NIN & WAR: 37
Next: Cooking (huzzah for eviscerating the proletariot and the chefs!)

Dread Lörd Kaolian
Professor of Meat Sciences wrote:
Jinghles, allow me this opertunity to be somewhat blunt:
You suck.
#7 Apr 02 2007 at 7:34 AM Rating: Good
Sage
*
145 posts
You've everything you need to win that fight already. Actually you have an ideal set of job options.

Have Member #3,4 and 6 all go RDM. They Chainspell Fire 2 and Thunder 2
Member #2 go as PLD.
Member #1 go as DRK. (sub SAM if available for meditate)
Member #5 goes as WHM.

Make sure everyone buffs up completely before engaging. Most importantly make sure the mages all have Stoneskin/Blink/Phalanx up.

Have the RDM put on all the gear they can to increase their Elemental Magic Skill as high as possible. Elemental Magic Skill is more important than intelligence/mind in this fight, while intelligence is more important than mind. A RDM will do more damage in a short period of time than any other job in this fight UNLESS the snoll goes berserk in which case your DRK will tear it up.

If the DRK can sub SAM let him/her meditate to 300 TP after entering the BC but before engaging. You have ample time for this. This way the DRK can use an opening WS, then use an Icarus Wing, and immediately use another weaponskill.

Let the WHM and the PLD get a salt each. You probably won't need two but it just gives a little insurance. Have the WHM use the first salt. PLD use the second salt.

Fight outline

Initial buffs/Meditate TP if possible/Rest to full MP

Once everyone is ready, have the PLD run in and spam his/her hate generating abilities and use Invincible. At this time the RDM should all activate Chainspell and begin casting Fire 2 and Thunder 2. Don't worry about having the RDM enfeeble the snoll. The WHM will use the salt at the beginning. DRK follows the PLD in, attacks and uses a weaponskill.

As the RDM start to drop in MP, make sure they convert with about 100-150 MP. The reason for this is they can easily die if they run their MP too low before converting. It better to be a little safe here and not have them run their initial MP pool to low.

Once the first salt wears off have the PLD use the second salt if needed. Most likely the snoll will already be dead.
____________________________
Spanner==> Carbuncle Server
Retired
#8 Apr 03 2007 at 2:01 AM Rating: Decent
*
142 posts
I'd say DRK, WAR, RDM, RDM, RDM, WHM
DRK and WAR for their excellent burst melee damage and WAR/NIN can tank at the same time, 3 RDMs for their chainspell nuke and WHM to keep everyone alive. Odds are you probably wont even need to use salt.
#9 Apr 03 2007 at 9:25 AM Rating: Default
**
299 posts
mages die fast and you dont need them except maybe smn or blm since they can DD. take a load of /sam and get 300 tp >> ws > ic wing > ws. if pld times the 2hr right your smn can cure and salt between BP, and BLM will be spending all that time casting 2 AM spells. I went pld rng/sam war/sam smn/whm blm/rdm. just no need for a whm or a rdm or a brd ordinarily. Peoples that take those jobs and win just have skills, period. doing pickup its much easier to do as what I say above. takes a very merited or something rdm to do good dmg with chainspell since they only giving 300/pop (or less!) from the rdms i've seen. if your rdm hitting 500's with those spells, thats a different story...
____________________________
I have beaten Final Fantasy:
1,2,3DS, 4,5,6,(7-1),(7-2),(7-3),8,9,10,10-2,12, 12-2, Dissidia, tactics, tacticsA-2 and large bit of missions in FFXI; I own: FF legends 1/2/3 for Game Boy (need to beat),I need to buy:FF13
FFXI: PM/ZM/AUM complete; Rank10:S/W/B; need ACP11, Moogle, Shantotto, WotG
AN earring: O
Server: Leviathon
This post made my final fantasy career/i couldn't laugh harder "Boomeranger":
http://ffxi.allakhazam.com/db/jobs.html?fjob=7;mid=1097170667821288782;num=262;page=1
#10 Apr 03 2007 at 12:23 PM Rating: Decent
****
4,847 posts
Quote:
mages die fast and you dont need them except maybe smn or blm since they can DD. take a load of /sam and get 300 tp >> ws > ic wing > ws. if pld times the 2hr right your smn can cure and salt between BP, and BLM will be spending all that time casting 2 AM spells. I went pld rng/sam war/sam smn/whm blm/rdm. just no need for a whm or a rdm or a brd ordinarily. Peoples that take those jobs and win just have skills, period. doing pickup its much easier to do as what I say above. takes a very merited or something rdm to do good dmg with chainspell since they only giving 300/pop (or less!) from the rdms i've seen. if your rdm hitting 500's with those spells, thats a different story...


300 dmg per spell, with chainspell active, is how much dmg...? On a monster with 6k hp...? And with the bottomless mp pool known as convert + stoneskin...?
____________________________
Geole de Caitsith Clothcraft: 90.6+6
Subs: Leathercraft & Goldsmithing & Smithing & Alchemy & Bonecraft & Woodworking @ 60
MNK: 75 SMN: 41 WHM: 38 THF & NIN & WAR: 37
Next: Cooking (huzzah for eviscerating the proletariot and the chefs!)

Dread Lörd Kaolian
Professor of Meat Sciences wrote:
Jinghles, allow me this opertunity to be somewhat blunt:
You suck.
#11 Apr 09 2007 at 6:40 AM Rating: Decent
Scholar
*
58 posts
Our group went with the following:

NIN, WAR (me), DRK, SMN, RDM, WHM...

The dark didn't have /sam, so he came with /thf. You could go with either, but I would suggest /sam for both the WAR and DRK for WS damage. The DRK used an Icarus wing before the fight started.

I meditated to 300 TP while the smn and whm buffed us.
I ate meat, if I remember corectly, and I used a Great axe, I've seen rampage damage on this fight, and I'm not impressed.

When we were all ready to start, the nin ran in and voked, then stood still.
I lined up on the other side of the mob, with the dark behind the nin.
Raging Rush (1.7k) Icarus wing
SATA Guillotine (1.5-2k)
Induration skillchain (about 300 damage I think)
Raging Rush (1.3k)
Fragmentation skillchain (800 damage)

The snoll killed me about 4 hits later, but each great axe swing was doing around 200 damage, so I knocked him down by a anotehr good 800-1k before he killed me. When I died, he was at 20%, give or take a few.
Overall, he was at 30% after the second skillchain. If the dark had had SAM sub available, we probably could have just about killed him in 15 seconds with or without a skillchain. Our RDM started nuking right after the first skillchain, so as to not pull the Snoll out of range, and the SMN two houred right after as well. I'm not sure if we used a salt or not.


I've done this twice now, with slightly different setup's, and it's worked both times, barring one mishap where someone's macro's messed up and the rdm didn't nuke or two hour... but the snoll was only at 5% when he blew up.
#12 Apr 11 2007 at 9:53 AM Rating: Default
**
299 posts
mob has 9k hp about, with the info of guess from erecia's guide (which i trust wholeheartedly) being lazy and not checking that site again, I could be wrong, but I remember erecia saying 9k. thanks. and remember this is time based. 2k dmg in 15 seconds from 300tp >> ws >> ic wing >> ws far outweighs a slow 300 trickling in like a small stream. Post above? they say about 1.7k, and thats pretty fast dmg too. people that go rdm and win have skill. end of story. the rest of us take 2 melee/sam. thanks.
____________________________
I have beaten Final Fantasy:
1,2,3DS, 4,5,6,(7-1),(7-2),(7-3),8,9,10,10-2,12, 12-2, Dissidia, tactics, tacticsA-2 and large bit of missions in FFXI; I own: FF legends 1/2/3 for Game Boy (need to beat),I need to buy:FF13
FFXI: PM/ZM/AUM complete; Rank10:S/W/B; need ACP11, Moogle, Shantotto, WotG
AN earring: O
Server: Leviathon
This post made my final fantasy career/i couldn't laugh harder "Boomeranger":
http://ffxi.allakhazam.com/db/jobs.html?fjob=7;mid=1097170667821288782;num=262;page=1
#13 Apr 11 2007 at 11:06 PM Rating: Decent
Jack of All Trades
******
28,717 posts
A "slow" 300? Are you aware of just what Chainspell does? We can fire off Fire 2s faster than most melees even swing. I was one of the top DDs on Snoll and I went 1/1, and I was freakin RDM/NIN which was a poor choice. I could have done even better if I was /BLM. We have Blink and Stoneskin which are both very powerful protective buffs while under the influence of Chainspell (they can be reapplied instantly and without any recast time); Utsusemi is not necessary and the Wizard's Earring (+5 Elemental skill with /BLM sub) is much more useful to have here.

MP pool is usually an issue when Chainspell nuking, which is why it's not always viable. In a 45 second fight, it is not an issue. We are more powerful than even BLMs in a fight like this, because BLM is restricted by casting times.

RDM is one of the top tier DDs against Snoll, better than most melees (one of the few better ones are SAM, possibly with /RNG, and whoever brought up DRK with Mercurial Kris also had a very good idea). In my fight there was another RDM with us along with myself; he was Taru, better geared, and had /BLM, and although he did better than me my damage was still very respectable. He pulled too much hate and died near the end, but we still owned the Snoll. He was our only casualty.

If you have a RDM in this fight and isn't coming up near the top on damage dealt, he is not very well geared; probably lacks Vulcan's Staff as well as any +Elemental and +INT gear available. Another advantage we have is that we don't need to rely on the Snoll to use Berserk in order for us to deal high damage. Don't underestimate RDM in here, it's one of the better jobs you can bring, and I'm not just tooting my own horn, it's really true >_>


As for salts, they are not really necessary for this fight, they're actually both a help and a hindrance, but if you are using them, don't make the RDM use them. He needs to be Chainspelling right off the bat or he is losing a lot of his potential. If you have a PLD, WHM, or SMN, they should be using it. WHM can use immediately, PLD can Voke/Flash + Invincible then use, SMN can Astral Flow then use. I would never recommend using more than one salt. If your fight takes longer than a minute, chances are you have already wiped, or are about to wipe.
#14 Apr 13 2007 at 3:50 AM Rating: Good
Scholar
***
1,975 posts
Quote:
doing pickup its much easier to do as what I say above. takes a very merited or something rdm to do good dmg with chainspell since they only giving 300/pop (or less!) from the rdms i've seen.
I don't know about you, but every melee I've seen in the snoll fight was lackluster at best. I don't know why, but they couldn't even break a thousand. A good RDM should average 1.8k-2.2k depending on how fast the rest of your party is. My gearset was even generously lazy; I only had a few INT pieces and a NQ fire staff. Even a crappy RDM will guarantee at least 1.2k damage. I don't know where you get your numbers, but I'm quite convinced that a crappy RDM > crappy melee for this fight. A good melee may be better than a good RDM, I'm not sure, but good players are so rare that I'd say just go with the RDM.

Quote:
mages die fast and you dont need them except maybe smn or blm since they can DD
I don't see how a mage with blink + stoneskin would die fast compared to a melee with third-eye as their only defense. You shouldn't have any problems as long as gravity is on. Melees must be close in order to do damage, whereas mages can avoid contact by casting from a distance. With chainspell a RDM never even has to get close; instant spell casts allow them to move about freely while still doing damage. A SMN really shouldn't have a problem, since their damage is hate free. A BLM may have issues though. They need to find a way to avoid drawing hate, because they won't be able to cast without fears of interrupt or going out of range.

My damage slightly beat out the BLM and was also greater than the SMN's three astral flows. As long as they elemental seal gravity and get convert off, everything should go quite well. BLM and SMN can also lose loads of damage if they screw up. Missing a nuke or a bloodpact will easily cost you 600+ damage. I guess this is comparable to a RDM that can't get convert off.

Personally we used 2xRDM, SAM/RNG, DRK, BLM, SMN for the fight, and just bounced hate back and forth between the RDMs. You only need to lose hate for half a second to blast a convert + cure and continue nuking. This instantly pulls hate and allows the second RDM to do the same. The only danger is getting hit by TP moves, which you should spread out for to minimize casualties.
____________________________
PUP Video Tutorials: http://www.youtube.com/NateypooShiva
#15 Apr 13 2007 at 6:29 PM Rating: Good
Sage
***
3,570 posts
Quote:
Melees must be close in order to do damage, whereas mages can avoid contact by casting from a distance. With chainspell a RDM never even has to get close; instant spell casts allow them to move about freely while still doing damage.


You're thinking too much like a RDM. A RDM is NOT allowed to move freely in this fight because the Snoll Tzar will chase you and move away from the melees. A single out-of-range weapon skill or SMN bloodpact caused by the Snoll following you around could be the difference between defeat and victory in this fight.
____________________________
http://ereblog.livejournal.com/
Erecia and Ereblog are BACK, baby!
#16 Apr 15 2007 at 1:00 AM Rating: Decent
Jack of All Trades
******
28,717 posts
Quote:
I don't know about you, but every melee I've seen in the snoll fight was lackluster at best. I don't know why, but they couldn't even break a thousand. A good RDM should average 1.8k-2.2k depending on how fast the rest of your party is. My gearset was even generously lazy; I only had a few INT pieces and a NQ fire staff. Even a crappy RDM will guarantee at least 1.2k damage. I don't know where you get your numbers, but I'm quite convinced that a crappy RDM > crappy melee for this fight. A good melee may be better than a good RDM, I'm not sure, but good players are so rare that I'd say just go with the RDM.


It has a lot to do with the type of melee you're talking about. SAM for instance kicks ass in here from what I've seen, and a lot of this is because they can freely Meditate up to 300 TP pre-fight without worrying about any time restrictions, as well as whip out even more WSs with their 2hr. Hasso/Seigan probably helps them excel even more now in this fight. Other melees do not have the option of using Opo Necklace for TP (it's a level 61 item).



And yeah, you absolutely don't want to run around if you pull hate as RDM (Gravity on the Snoll is still a good idea though). This fight is way too dependent on WSs (and Astral Flows if you have a SMN) landing; any one of them missing due to OoR can cost you the match. If the Snoll is still a ways from dying, don't just continue to nuke blindly after you've pulled hate, he will knock you down in no time and a lot of your Chainspell/MP will be wasted.

If nothing else, you can at least ghetto tank for your party, even though you shouldn't be holding hate for very long. Stand there and observe his attacks, and recast Blinks and Stoneskins (priority should be on Stoneskin, because he'll easily knock that down with one landed hit) as necessary to stay alive; hopefully another mage will be backing you up in the meantime if necessary. Those buffs will make you a lot more durable than you might think if you can cast them instantly and repeatedly. Chainspell Power, yo.

Edited, Apr 15th 2007 5:13am by Fynlar
#17 Apr 18 2007 at 10:49 AM Rating: Good
*
87 posts
My static is also going up against Snoll Tzar soon.

Jobs each member can bring:

Member #1: PLD, MNK, BRD
Member #2: THF
Member #3: RDM, NIN
Member #4: BLM, SMN, BLU
Member #5: BLM, SMN
Member #6: SMN, WHM

Any strategy advice would be much appreciated. Thanks~!
____________________________
NIN75 | RDM75 | BRD75 | PLD75
Bastok[Rank 10] | RoZ[complete] | CoP[complete] | ToAU[42] | WotG[8]
Dynamis[All Clear] | Assault[Lance Corporal] | Campaign[Wings of Honor]
宜しくお願いします(^_^)ノ
#18 Apr 18 2007 at 11:59 AM Rating: Decent
Jack of All Trades
******
28,717 posts
Member #1: PLD, MNK, BRD
Member #2: THF
Member #3: RDM, NIN
Member #4: BLM, SMN, BLU
Member #5: BLM, SMN
Member #6: SMN, WHM

If you're confident in your team's ability to deal damage (i.e. they aren't gimpy) I would have the first person go PLD. Otherwise, have him MNK.

Everyone else should be THF, RDM, BLU, BLM, SMN.

If #1 is PLD, I would Voke/Flash, Sentinel and then do some healing as needed until at least a fair portion of your MP is spent, then use Invincible when needed to keep hate. Cover as a last resort if you see someone really ripping hate. I think this would allow for better hate keeping overall rather than just using Invincible right off the bat, because taking 0 damage for most of the start of the fight.

THF is kinda iffy in this fight but at least he'll have Assassin. My best advice to the THF is... before engaging/aggroing the Snoll, have the THF trigger SA and TA and wait for about 30-40 seconds so that they get a chance to recharge until about 20-30 seconds until reuse. BLU could try to act as a trick partner to SATA onto the PLD, but this could eat up too much time or be too dangerous. If anything just make sure you TA the tank before the effects wear off, even if SA won't land properly. This will allow the THF to be able to use SA and TA again during the fight once more before time runs out. This will help maximize his potential a tad. If you somehow rip hate for any appreciable amount of time Perfect Dodge will probably save you, but I don't see this happening.

SMN is only going to get off one Astral Flow regardless of what he does (unless you use more than one salt, which I generally never recommend for any setup), therefore it is not necessary for him to burn it immediately at the start of the fight. Let him use up some MP for healing before using Astral Flow (which will wipe all his MP anyway), because after the Astral Flow he will mostly be dead weight (might as well keep the avatar out and meleeing). Don't fully rely on him as a healer, Cure 3 will not compensate for a rampaging Snoll Tzar. If using a PLD most of the damage will be absorbed by Invincible/Sentinel. If using a MNK you'll probably just be Curebombing the MNK constantly. In such a case the RDM and BLU may need to contribute an occasional heal. Fully buff the party as much as you can before fighting (Aerial Armor and Earthen Ward first because they have 15 minute duration; then Shining Ruby, Dream Shroud, and Noctoshield before fighting because these last shorter.)

RDM and BLM and BLU should all be unloading. BLM can throw a Stun in if someone's death is imminent; BLU should probably be throwing in Head Butts wherever possible.

Edited, Apr 18th 2007 4:01pm by Fynlar
#19 Apr 19 2007 at 10:41 AM Rating: Good
***
2,075 posts
We're also doing Snoll Tzar in the next couple of weeks:

#1: NIN or WAR or RDM
#2: MNK
#3: WAR or THF (also has SAM at 57 atm)
#4: RDM
#5: WHM
#6: BRD or BST (me)

Advice welcome. We have enough cluster cores for a ton of salts, I'm guessing salt order WHM>BRD? The jobs for members 2-6 seem pretty clearcut (MNK WAR RDM WHM BRD), but how about member #1 - go NIN, or zerg on WAR (or chainspell on RDM)? Also for member #3 (WAR), recommend SAM sj?

I guess if I go BRD it will be SV balladx2 mages then minuetx2 melee before engage, then on aggro use elegy>fire threnody>salt?

WHM buff before engage then on aggro salt>bene? Keeping Erase on the RDM looks important.

Finally, best ws for the melee? For WAR/SAM, Meditate>Mighty Strikes>Raging Rush>icarus wing>Raging Rush?

I figured some input on this couldn't hurt since none of us have tried it before.

Thanks in advance.

MJ

Edited, Apr 19th 2007 1:53pm by midnightjade
____________________________
Midnightjade, Midgard. KoolAid
BRD75 BST75 WHM60 Cooking 71 Fishing 38
#20 Apr 20 2007 at 4:23 PM Rating: Good
****
5,387 posts
Sounds like a reasonable plan. However, with the removal of exp loss in CoP BCs, especially since none of you have experience with that BC, I highly recommend going in and giving it a shot without use of any meds, any salts, or any 2-hours. You'll probably wipe (if not, great), but you'll see the sorts of annoying things the snoll can do, and get a vague idea of how damaging everyone is. Then you can tailor your existing strategy with your now-firsthand experience, and go in for a real run where you use salts and 2-hours.
____________________________
Vilurum - Quetzalcoatl
Career bard. Mission hound. Map collector.
Fan of logic and objectivity over prejudice.
Map List
#21 Apr 20 2007 at 8:19 PM Rating: Decent
Avatar
******
37,491 posts
Quote:
For WAR/SAM, Meditate>Mighty Strikes>Raging Rush>icarus wing>Raging Rush?


More or less. Meditate>Meditate>Wait for Cooldown>Berserk>Aggressor>Hasso>Warcry>Mighty Strikes>Raging Rush>Icarus Wing>Raging Rush>Meditate.
____________________________
George Carlin wrote:
I think it’s the duty of the comedian to find out where the line is drawn and cross it deliberately.
WINSDAY COMIC REVIEW
Current Time Killer


#22 Apr 21 2007 at 11:01 AM Rating: Good
Sage
*
145 posts
Just some suggestions,

Vilurum has a very good suggestion for your first attempt. This fight can give even very good groups fits because of the fickleness of it. Trying it without using any 2hr and items is a good idea to just get a feel for it. No amount of helpful hints here can substitute for first hand experience.

I would recommend player 1 go either WAR or RDM. While NIN can rival WAR as DD at end game, at level 60 a WAR should have little problem pumping out more damage in a short period of time than a NIN. Second, a PLD can have trouble holding hate in this fight due to the large amount of damage being done in a short period of time. A ninja pretty much has no chance to act as a tank in this fight. If you want a melee heavy party, have person 1 go WAR. If you want a magic heavy party have player 1 go RDM. Either should work based on the other members you have available. I'd probably base it off what player 1 feels most comfortable with playing.

Make sure the RDMs realize to pile on as much Elemental Magic skill possible as first priority followed by intelligence gear. With the right gear, a RDM can get elemental magic skill up to an A/B+ level at level 60 so resists shouldn't be much of a problem.

As for yourself as the BRD, the RDM will likely be Chainspell nuking. The RDM will benefit much more from having a SV intelligence Etude than a SV ballad 1. Also, if player 1 does go RDM, I would put more priority on getting Fire Threnody on the Snoll than Elegy.

Finally, make sure the people in your group know to let mages get out of the cutscene first after winning. The DoT effect the snoll can use will kill people very fast even outside the BC if it isn't erased/cure spammed.
____________________________
Spanner==> Carbuncle Server
Retired
#23 Apr 22 2007 at 1:34 PM Rating: Good
***
2,075 posts
All of that advice was great, many thanks to all three of you. We'll probably do it melee-heavy, with #1 as WAR/NIN and #3 as WAR/SAM with G.Axe. #2 is a Galka MNK, I suspect he'd end up tanking part of the fight even if we had a PLD due to damage output. From my own point of view as BRD, definitely a SV INT etude on the RDM, and Threnody then Elegy.

Looks like we'l be doing this next week so fingers crossed and thanks again.

Edited, Apr 22nd 2007 5:07pm by midnightjade
____________________________
Midnightjade, Midgard. KoolAid
BRD75 BST75 WHM60 Cooking 71 Fishing 38
#24 Apr 23 2007 at 12:35 PM Rating: Good
*
87 posts
Well, my CoP static went up against Snoll Tzar last night and got pwned.

PT setup was:
PLD
THF
BLM
BLM
RDM (me)
WHM

I pulled with ES Gravity, PLD used Provoke > Invincible @start going into Sentinel after Invincible wore, THF & PLD popped iWings and did Vorpal Blade > TA Dancing Edge > Detonation, I started Chainspelling Fire2, and BLM began planned nuke cycle of ES Flare > Firaga2 > Fire2 > Manafont > Flare > Firaga2 > Fire2.

Each person had a salt, and we set up salt order as: WHM > BLM > BLM > THF > RDM > PLD. The first 4 salts landed as they were supposed to, but then I stupidly Converted with Frost on me and promptly died. Reraised, threw out my salt. PLD had pretty much gotten one-shotted earlier by Hiemal Storm. Party wiped with Snoll @20%HP. BLM's couldn't Stun really, because they were always in the middle of casting some Fire spell. It was also late Windsday, and Iceday was coming soon so we were kinda rushing ourselves and only did one practice run.

In hindsight, it seems to me our downfall was that we were gimping our damage by trying to prolong the fight too much by having everyone use a salt. Especially the BLM's and I, since for the 12 seconds we're frozen "casting" the salt and the 8 or so seconds of item bind afterwards we're obviously not doing damage. So for our next run, I'm thinking of having only WHM > THF > PLD use salts and have BLM's and I focus on spellcasting. Maybe even have THF & PLD do Fusion SC to MB Flare on. We're also adjusting our static meeting time to go in on Firesday. =P

@Fynlar: You gave some great advice that I wish we would have followed O:. WHM will come SMN next time, like you suggested, to add more damage with Astral Flow. But, she wants to Astral Flow @start and Astral Flow again @end since team is still wanting to use multiple salts. I guess we're lacking a little confidence now in having enough time to do enough damage, though. But, I like your idea of having SMN buff/heal for the early fight and save Astral Flow towards the end when MP gets lower.

Also still thinking of having PLD come MNK after all, but not sure if this is such a good idea if no WHM to Curebomb him.

If anyone has any other words of wisdom or strategy advice it would be much appreciated.

Thanks~!

Edited, Apr 23rd 2007 1:42pm by ShibuyaOnShiva
____________________________
NIN75 | RDM75 | BRD75 | PLD75
Bastok[Rank 10] | RoZ[complete] | CoP[complete] | ToAU[42] | WotG[8]
Dynamis[All Clear] | Assault[Lance Corporal] | Campaign[Wings of Honor]
宜しくお願いします(^_^)ノ
#25 Apr 23 2007 at 2:02 PM Rating: Decent
***
1,448 posts
General tip for anyone on this mission: Don't take more than two salts, because almost all jobs can benefit the fight more by having 15 more seconds in which to do damage themselves than they can by giving everyone else a bit more time. To the poster above, let your SMN astral flow and then use salt, and give one more salt to the person who can contribute least damage, or who has spike damage abilities with cooldown. 2 AFs will definitely help, but don't take more salts than that really. Definitely dont give salt to you or either BLM.

Jobs which are good for salt-duty: SMN, BRD, WHM, possibly PLD. SMN especially, though BRD can open with soul voice songs and then start using a salt, etc.

Quote:
Member #1- DRK,THF,BST
Member #2- PLD,WAR,DRG,WHM
Member #3- WHM,BLM,RDM,SMN,BRD,NIN,BST
Member #4- RDM,BLU,BST
Member #5- WHM
Member #6- RDM,BLM


You were on a good track with DRK, PLD, WHM, RDMx3 (you can get one RDM to come SMN if you prefer to have another salt). That's more or less the same setup as I took the first time I did this fight. DRK can inflict serious damage if they bring an icarus wing, and RDMs = pure win in this fight so long as they aren't retarded. Don't expect them to be able to do anything other than nuke though; you need to get your healing elsewhere (which is where your WHM comes in). If you're really worried about damage, you can get your PLD to come WAR or DRG and have the WHM just cure-bomb whoever has hate, but invincible to start and the ability to heal others/flash the snoll/sentinel is nice. Let your RDMs go and keep them alive is honestly the best tactic here IMO.

Lol @ this:
Quote:
takes a very merited or something rdm to do good dmg with chainspell since they only giving 300/pop (or less!) from the rdms i've seen. if your rdm hitting 500's with those spells, thats a different story...

On my static's run, my Fire II was averaging about 250 per spell (which is fairly good), but at one spell every 2 seconds (roughly). I got 2 resists, at ~120 each, and I got 12 spells off before I died. That's over 2700 damage. In roughly 30 seconds. We had a second RDM clock in at ~2300, leaving only 4k for the other members to manage between them. For our run we had 2 SMNs who astral flowed to open and then one used salt while one rested, and vice versa, so the PLD and WHM just worked to keep everyone alive.

Edited, Apr 23rd 2007 6:06pm by KisharBlack
#26 Apr 23 2007 at 3:04 PM Rating: Decent
Jack of All Trades
******
28,717 posts
I understand where the SMN is coming from, but I don't recommend ever using more than one salt, honestly (and strangely enough, the person probably best suited to using this salt, if any, is probably the SMN). By using too many salts you are gimping your damage potential too much. If this fight were like the "3, 2, 1..." BCNM where the bomb doesn't fight back, it wouldn't be an issue, but adding 15 more seconds to this fight comes at the price of the Snoll beating on you for 15 more seconds, and you've seen now why that can be problematic. If the fight goes longer than a minute (45+15 seconds), you are likely dead/dying anyway.

If you cannot kill it in 60 seconds, instead of working in more salts into your repertoire, you should be looking at how to up your damage. A skillchain, even a sh*tty one, can add some decent damage in this fight, especially with a setup like yours, due to the prospect of multiple magic bursts. The RDM can get up to 3 bursts on one chain with Chainspell up if he's lucky and times it precisely (you'll need spells to land right at the start and end of the MB window in order to squeeze in 3, but 2 should be easily doable). Don't forget that the SMN can even MB with Ifrit's Inferno, as well (and if he's only getting to use it once, might as well use it when it counts, no?)

Seems like the best way to do your chain is Red Lotus Blade > Cyclone for Fusion. The nice thing about these WSs is that they will NOT miss, because they are elemental... thus you can be certain that the skillchain will happen. Alternatively, if you're looking for a good way to make use of the THF's starting TA at the start of the fight (like how I recommended to "ready" his SA and TA 30-40 seconds or so before starting the fight so that the THF would be able to use one or both of those abilities twice before time runs out) and the THF has /SAM available, you can have the THF start with TA Viper Bite on the PLD (which also won't miss due to Assassin, if planted correctly), then the PLD uses Red Lotus Blade for Liquefaction, then THF does Icarus Wing + Cyclone for Fusion. (SA nor TA will stack with Cyclone so no need to worry about that.) Double the fire SC, double the fun. Make sure the THF doesn't do Cyclone TOO soon after RLB, such to allow the mages a chance for MBs on the Liquefaction, before creating Fusion. Have your group practice on some weaker mobs to get the timing down if necessary. Since you don't want to have the THF burning Icarus Wings on practice mobs, you as RDM can take the place of his Viper Bite by using something like Shining Blade (another never-miss WS). Make sure the THF is running toward the Snoll while using Cyclone, because it's a possibility that the mages might start stealing hate with their MBs at this time. Don't want to trigger an OoR if you can help it. Positioning as I said doesn't matter for Cyclone, so it doesn't matter what way the Snoll is facing or where other people are standing.

Quote:
PLD had pretty much gotten one-shotted earlier by Hiemal Storm.


Bad luck. Kinda like how some parties have to rely on the Snoll using Berserk early in order to have a shot at killing it in time, and he just decides to never use it and you time out as a result, despite giving it all you've got. Not much you can do about this because I don't think Invincible or Sentinel or even Utsusemi blocks this (I could be wrong). Just gotta pray that the PLD survives it with enough HP, or that it's close enough to death that you will be able to defeat it without the PLD, or that he doesn't use it at all - given enough attempts, you'll eventually get a run that fits one of these conditions.

Quote:
Also still thinking of having PLD come MNK after all, but not sure if this is such a good idea if no WHM to Curebomb him.


You would likely have to devote more of your Chainspell energies to healing him if this happens, which would cut into your own damage potential. It could still probably be done this way, but I honestly think PLD is a better choice here because it will, overall, keep your party alive the longest. Tanks often get overlooked for a fight like this, but when you aren't loaded with jobs like SAM/RNG and can't zerg the Snoll in 15 seconds, a tank is somewhat important to keep everyone alive long enough to do their damage. The Sentinel upgrade just makes them very awesome for this fight, he just got unlucky with the Snoll's TP. Same thing could happen to anyone.

You still did fine for a first attempt. Just, try not to Convert kill yourself again, the loss of damage there is probably what sealed your fate. :p

If you get Frosted before you Convert, consider redoing your Stoneskin beforehand to be safe (and throw yourself a Cure 3 afterward before resuming your attack). And do try to set up a Liquefaction/Fusion, the added damage there from MBs plus you not dying from Convert ought to be enough to win the fight assuming the PLD doesn't get one-shotted early again. I don't know what MDB/-m.dmg% gear is available at 60 but you might consider having the PLD wear whatever sort of that kind of gear he can get while Invincible is in effect (not like his defense is helping him any then).

Edited, Apr 23rd 2007 7:06pm by Fynlar

Edited, Apr 23rd 2007 7:11pm by Fynlar
#27 Apr 24 2007 at 5:24 AM Rating: Good
Scholar
**
445 posts
Member #1- DRK,THF,BST
Member #2- PLD,WAR,DRG,WHM
Member #3- WHM,BLM,RDM,SMN,BRD,NIN,BST
Member #4- RDM,BLU,BST
Member #5- WHM
Member #6- RDM,BLM

DRK
PLD
BLM
RDM
WHM
BLM


That is my recommendation. This fight is EASY if you prepare. We did it with MNK BLM BLM PLD WHM BLU.

If the DRK, BLU, PLD have /sam, I'd recommend it. They can get to 300%tp before you engage.

EVERYONE but the BLMs should have an Icarus Wing.

Basically - everyone but the BLMs gets to at least 100% tp before you go in. ESPECIALLY the PLD and DRK should get to 300% tp. Spirits Within + 300% tp = sexy. REMEMBER! - Your WHM and RDM can both go in and WHACK the thing with a WS!

Okay. You go in and sleep/meditate up as high you can go, watch the time limit. Barblizzra. Mages blink/SS.

UNLOAD THE DRK FIRST. DRK should pop every damn thing he can to get that damage to spike. Let him rape and go all out as no DRK can in a party. Then have the PLD pop invincible. The reason to let the DRK get hit FIRST is so that you have as much time with invincible up as well as the PLD's HP doesn't go down for Spirits Within. Soon as the PLD hits invincible, EVERYONE UNLOADS their WSs.

Meanwhile, RDM should be chainspell nuking for all he is worth with every fire spell he's got. BLM's should unload as well. DO FLARE FIRST THEN IGNORE IT. (I was the BLM on our run)

As soon as someone unloads with their WS, they should pop their I-Wing and do it again.

If you can't kill it with this set up, you are screwed. We had our WHM pop his best WS twice for about 500 dmg, then banish until he needed to Benediction right near the end because our MNK got hate off the PLD. BLM's did about 1800 dmg a piece. MNK did a whooping 2500 with his two hour and THREE weapon skills. PLD did about 1000 over all. BLU did about 1600. I think these numbers are all correct. My final Firaga II hit for about 200 dmg over 9000 when we added it all up. We won in 30 seconds (FROM engagement)

Edited, Apr 24th 2007 2:56pm by hikarukage
____________________________
Hitokage - Asura
BLM: 75 WHM: 37 BST: 59

Rheywolf - BLM is a glass cannon. Sure, they can MB Freeze on a slime for 6,000 damage. But it takes the average beastman 3.5 seconds to disembowel a BLM and unceremoniously defile the remains.

Morgrist - BLM: Elemental - mostly mental.
#28 Apr 24 2007 at 8:08 AM Rating: Decent
***
1,448 posts
Quote:
If they do NOT, and this CAN (and probably should) include the WHM and RDM, do the opo-opo necklace/sleep thing.


Opo-opo necklaces are 61, you can't use them in this BC.

Also, if a SMN uses astral flow before you actually engage the Snoll, I think you might be able to get 2 AF BPs in with only one salt. Open with it, salt, med/heal until BP timer is nearly up again, AF just as your time is running out. If you have a PLD and a SMN two salts really isn't that big of an issue though.
#29 Apr 24 2007 at 10:59 AM Rating: Good
Scholar
**
445 posts
Quote:
Opo-opo necklaces are 61, you can't use them in this BC.


Doh! No wonder my people didn't do it! XD I still agree with the /sam they used. Worked great.
____________________________
Hitokage - Asura
BLM: 75 WHM: 37 BST: 59

Rheywolf - BLM is a glass cannon. Sure, they can MB Freeze on a slime for 6,000 damage. But it takes the average beastman 3.5 seconds to disembowel a BLM and unceremoniously defile the remains.

Morgrist - BLM: Elemental - mostly mental.
#30 May 04 2007 at 6:59 AM Rating: Good
***
2,075 posts
Well, with the help of the advice I got from various posters in this thread, last night our CoP static tried Snoll Tzar and beat him first time, 1/1 (although we did a dry run immediately beforehand, using no 2hrs, salts, or meds). My party buffs for the fight were SV Ballads and an INT Etude on RDM, and SV Minuetx2 on the melee.

We went in a tankless setup, WAR/NIN WAR/SAM MNK/WAR RDM/BLM WHM/BLM BRD/WHM. Our plan was to shut him down and weaken him as much as possible as soon as he aggroed, to give the melees and RDM the time they needed to kill him. We used SV Elegy, Gravity and DiaII on him at aggro, and WHM used a salt immediately. This kept him as quiet as possible. Also used Fire Threnody and a fully Boosted Chi Blast.

WAR/SAM then unloaded 300TP Berserk Hasso Aggressor Mighty Strikes Raging Rush > Icarus Wing > Raging Rush (Fragmentation SC) > melee > Raging Rush while RDM Chainspell FireII spam. MNK then WS followed by 2hr. I was just using a second salt when he died. WAR/NIN didn't even get a chance to 2hr. Only death was the WAR/SAM (immediately after third Mighty Strikes RR).

Hope this might be helpful for those out there trying this fight. Thanks again to posters here for all the good advice, it was very helpful. Airship next, kinda nervous about that one but I guess we'll see how it goes (NIN/WAR WAR/NIN MNK/NIN RDM/BLM WHM/BLM BRD/WHM for that one).

Edited, May 4th 2007 12:58pm by midnightjade
____________________________
Midnightjade, Midgard. KoolAid
BRD75 BST75 WHM60 Cooking 71 Fishing 38
#31 May 04 2007 at 11:03 AM Rating: Good
**
381 posts
Drk/Sam is ridiculous for this fight, even without an M.Kris.

Meditate to 120% before fight, no point in meditating past 100% TP, since extra TP will only increase the duration of Guillotine's silence effect.

And don't bother letting Drk get hit first, if you really let Drk/Sam unload, even Invincible wont rip hate. Establish Hate early with Invincible, then follow with Cover because the Drk WILL rip hate.

Hasso => Third Eye => Arcane Circle => Last Resort => Souleater => Guillotine => Icarus Wing => Guillotine => Meditate => Guillotine => Absorb TP => Guillotine.

Have the Pld Invincible immediately, and as soon as the Drk rips hate pop Cover. Whm and Pld should be cure bombing the Drk full time to fuel Souleater. The Drk should have no trouble breaking 1K on each Guillotine, I didn't even when I was blood tanking the whole fight. (We didnt have a Pld)

Between Pld cure spam, Whm Curaga Spam, and Benediction for emergency, thats a pretty ideal setup. No salt needed, the fight will last under 30 seconds.
____________________________
Ginza/Mims, Status: Retired
Thanks for flushing years of endgame down the toilet SE, I just don't care anymore.
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 6 All times are in CDT
Anonymous Guests (6)