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One thing though, from what I know, Thf, Nin, Mnk and Rdm can't equip polearms, and monk can't equip swords.
LOL, sorry, started throwing in my party config from last night while listing melee... think I need more sleep!
Also, what's with their high defense? My friends seemed to do 15/hit each time when we tried a trial run. They hit hard, so Utsusemi is key from what I see.
Hmm, can't say as I noticed the def being that high... were your friends abilities in the various weapons capped? If it is a weapon they haven't skilled up, they are going to have lower attack. /nin definately helps with the survivability, as does bringing along some au laits to ease your healing duties.
Just have your friends swap enemies if the blu comes up with polearm and kite yours and you should be good. As blu magic is totally different then regular magic, I would be curious to hear if any of the blu physical based spells seem to do any damage to the weapons. Please have your friend test it out and report back.
Okay, seeing as we have a small discussion going about this:
I had a run last night, Blu/Whm, War/Nin, Rdm/Blm (Me).
I wanted to test the waters so we didn't both with much preparation. No yags, Au laits, Pots, or Ethers.
I kited fairly successfully, War/Nin worked well. Blu/Whm just took too much of my and his MP, so generally Utsu tanking would be better.
I also tested and found that Bludgeon and physical Blue Magic spells do NOT work, even with the appropriate weapon.
But, knowing the information I got from that fight and talking with other people, I constructed a guide that could be helpful for everyone:
The BCNM: Die by the Sword (Cap 30, Qu'Bia Arena (Fei'Yin), 3 man, 15 mins)
Suggested Setup:
2War/Nin (For Utsu and weapon versatility.)
Rdm/Blm (Extra Mp, healing, kiting and a bit of attack.)
As for the equipment and food I list, feel free to go bigger. For example, feel free to get one Persikos Au Lait per battle instead of a couple Pear Au Laits. Feel free to get more than what's listed for food and meds. I say 2 for Pies and Jacks as that'll last you an hour, which should be enough. Also, certain RSE isn't that great for this, so just use your own discretion.
BCNM:
You'll fight 3 Gladiatorial Weapons.
They hit fairly hard and slowly, so Utsu tanking is the key. Each weapon has three weapons over its head. Depending on what type of weapon is over its head dictates what kind of weapon you must use against it to do damage. Polearm, Sword and Club are the types, normally arranged left to right looking in at the in the BC. To check, you can go into third person view and zoom in.
Gravity and Bind and other enfeebles work, Sleep, Elemental magic, and Blue Magic (Not even physical like bludgeon) don't. They have a mean all-stat-drain attack, and they can rotate weapons (Sword may turn into Pole, Pole into Club, Club into sword, PERHAPS. It could go in any order, some may not change at all.). You must switch weapons to the type that's over the weapons' head to do any damage. I believe Dia does a touch of damage, and possibly added effects (Such as Enfire).
They have very high Def, and each should take a couple minutes to kill.
Make sure you have Pole, Sword and Club capped, it helps loads.
Warriors:
Food/Items per run of 3 orbs:
6 Pear Au Laits
2 Jack-o-Lanterns (VERY good food for this BC.)
10 Hi-Pots (Forget a few of these if you have no room.)
3 stacks of Shihei (Estimating, not sure.)
1 stack of Bloody Bolts
Equipment:
2 Royal Squire's maces (Nothing else comes close.)
2 Centurion's swords
Royal Squire's halberd
Zamburak w/ Bloody Bolts
Each War picks a Weapon, and vokes it, Rdm kites the remaining Weapon. If one of your Wars can tank something and attack something different better than the other, have him do so. Focusing your power on one weapon will finish the first weapon faster, which is good. I imagine this will happen fast, so unless otherwise noted, kill the other one then focus on mine.If the Rdm is having trouble, focus on his/hers after the first goes down. If the Rdm pulls hate from the one that's not being attacked, leave him/her and finish the first weapon unless the first has over 50% or so HP.
And remember, if you see a black aura surround them, that means they changed weapons. They don't do it all that often in my experience, just keep an eye out. Macros to equip new weapons or a weapon are handy. I'd also advise Berserking the first one as well, if you're good with your shadows.
Red Mage:
Food/Items per run of 3 orbs:
3 Hi-Ethers
6 Pear Au Laits (Always help, but if you have no room, forget these, but
keep Regen up.)
9 Yag drinks
2 Rolanberry Pies
Equipment:
Eremite's Wand (Kiting)
Centurion's Sword
Head: Silver Hairpin
Neck: Justice Badge
Body: Centurion's Scale Mail
Hand: Scentless Armlets
Belt: Any Obi +1
Legs: San d'Orian trousers
Feet: RSE, Mage's Sandals
Back: Nomad's Mantle
Ears: Dodge Earrings, Silver Earrings +1
Ring: Astral Rings (Might be a bad idea in the case of a Taru), Reflex Rings
Strategy:
After the warriors enter the circle, Gravity the one you have to kite (Usually the one where they have their weakest skill levels). Use bind, try to keep Regen on your tanks. Taking the weapon down the entrance hall might not be a bad idea. Paralyze, Blind and Slow always helps your tanks. After the first dies, let them know how you're fairing. I imagine if you have over 40% of your Mp you're in good shape. If you think you can handle it, let them team up on the other one they took at the start. After that, you can destroy the last one.
Summary:
- Warriors focus on Evasion while Red Mage on MP, Evasion, and Spell Interuption.
- Regen and drinks helps a lot.
- Check macros before going in.
- Check gear before going in.
- Trade your cracked orbs back to Shami for fame when you get back to Jeuno.
Warriors:
- Mighty Strikes is good. It's better to activate it earlier than later.
- Capped skills in Club, Polearm, and Sword favour a good outcome. Evasion and Parrying also help.
- Only the weapon type over the monster's head will work against it.
- Switch weapons when they switch, and be sure you're doing more than 0 damage.
- Focus your attacks on one Weapon at a time.
- Paladin can also weild all three types of weapon, but at the cost of very helpful abilities.
- Bloody bolts help for when you need health. Capped Marksmanship helps with that.
Red Mages:
- Gravity and Bind work well.
- Don't bother with Silence or Sleep or Elemental Magic.
- Elemental Seal and Bind at the BC starting point can buy some great time.
- Try not to pull hate as a Rdm. If you do, Use Bind and Gravity to your advantage, and stay near the tanks.
- DON'T BLOW YOUR MP! Paralyze, Blind, Gravity, Regen, Bind are all great. Use Cure 2 only in a crunch, as your Wars should be able to get Shadows up quickly.
Under Observation. The way we do it is DRG takes out the first one as fast as possible with support from WHM, pulls one of the others off the BST, kills it, and everyone gangs up on the boss eye. It's been really effective and speedy, and we never lost once we established the finer details of it.
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